Update the stored frustum planes of <code>this</code> {@link FrustumIntersection} with the given {@link Matrix4d matrix} and
allow to optimize the frustum plane extraction in the case when no intersection test is needed for spheres.
<p>
Reference: <a href="http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf">
Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix</a>
@param m
the {@link Matrix4d matrix} to update <code>this</code> frustum culler's frustum planes from
@param allowTestSpheres
whether the methods {@link #testSphere(Vector3d, double)}, {@link #testSphere(double, double, double, double)},
{@link #intersectSphere(Vector3d, double)} or {@link #intersectSphere(double, double, double, double)} will be used.
If no spheres need to be tested, then <code>false</code> should be used
@return this
Update the stored frustum planes of <code>this</code> {@link FrustumIntersection} with the given {@link Matrix4d matrix} and allow to optimize the frustum plane extraction in the case when no intersection test is needed for spheres. <p> Reference: <a href="http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf"> Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix</a>
@param m the {@link Matrix4d matrix} to update <code>this</code> frustum culler's frustum planes from @param allowTestSpheres whether the methods {@link #testSphere(Vector3d, double)}, {@link #testSphere(double, double, double, double)}, {@link #intersectSphere(Vector3d, double)} or {@link #intersectSphere(double, double, double, double)} will be used. If no spheres need to be tested, then <code>false</code> should be used @return this