# How do I construct the planes for my camera's frustum?

I'm trying to get a handle on frustum culling, but I'm not quite there yet.

I have a camera in three-dimensional space

Camera
position (cx, cy, cz)
rotation (tx, ty, tz)
fieldofview
near-plane
far-plane


and a quadtree containing my chunks of terrain

Quadtree
Chunk
bottomleft (x, y)
width
length
heightmap


Currently, I am rendering every chunk within the quadtree. However, I would like to cull all chunks outside the six planes of the camera's frustum.

I am unsure how to:

1. Generate these planes given the information in the camera class.
2. Efficiently test for intersection using my quadtree. If one region of the quadtree fails, do all of its children (that seems reasonable, I just want to make sure)? What is the process for running through a quadtree for culling?
3. Perform the intersection test using the planes and my terrain chunks. How do I quickly tell if a piece of terrain (square with varying y values) lies within the 6 camera planes?