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mklingen's comment answered my question. I was correct in my initial guess.


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For determining if the plane is 'looking' towards or away from the camera, you already have some of the code. The dot product between the camera "looking" and the plane normal will be > 0 if they are facing each other, and < 0 if looking away. As for detecting if the plane is within the view frustum, you could try calculating bounds over the entire view ...



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