I think Blitzs frustrum culling is based on entity centre and bounding sphere or box. Can't remember exactly.
This can be a problem with animated meshes (boned/skinned B3Ds) because the mesh can animate out of the bounding shape. But, it should be fine otherwise.
This can be a problem with animated meshes (boned/skinned B3Ds) because the mesh can animate out of the bounding shape. But, it should be fine otherwise.