You're definitely right that polygons aren't clipped against the
viewing frustum. In fact, there isn't really so much a concept of a
frustum. The code involved with this just looks at the z value of the
centroid of the QuadFace. It would definitely be possible here to
instead update the vertices behind and project them onto the plane.
Depending what you're doing (texturing, etc), there might also have to
be some work there.
Thanks,
-- dean
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