I notice it when viewing from a specific angle but if I move a little or change the direction the camera is pointing then it'll go back to normal. I'm not really sure even where to start with this one.
I only render faces exposed to air and I dont have culling enabled in opengl.
Anyone have any thoughts on what could cause this?
Edit: I went through and captured the Model-View-Projection matrix from an OpenGL frame and tested the center point of the clipped area. And according to my calculations that point should be in the view frustum. So I'm still confused. The table shows my work. I got the test for being in the view frustum from this solution: How to check if an object lies outside the clipping volume in OpenGL?
Data used to create the perspective matrix:
fovy: 70.0f, aspect: 960.0f/640.0f, near: 0.1f, far: 30.0f
Data used to create the lookAt matrix:
eye: 29.8548 67.6202 37.6915 center: 30.8396 67.4502 37.7284 up: 0.169884 0.985443 0.00636673