bool CameraMath::isInFOV( osg::Vec3d point, osg::ref_ptr<osg::Camera> camera ) { double left, right, bottom, top, zNear, zFar; camera->getProjectionMatrixAsFrustum( left, right, bottom, top, zNear, zFar ); osg::Matrixd& mv = camera->getViewMatrix(); osg::Matrixd& mp = camera->getProjectionMatrix(); osg::Vec3d pView = point * mv * mp; if ( pView.z() < 0.0 ) { return false; } return true; }