Original Post
Hi, i''m about to experiment with the occlusion culling opengl extension , i have a traverse tree function that gives me the nearest nodes to the observer, this node may hold a bunch of unsorted triangles, then i perform occlusion culling for the following node at a depper level and so on until there are no more tirangles or the entire tree is occlusion culled, i want to know if this apprach may be suitable or if i do stall too much the gpu switching to occlusion test ''on'' and ''off'' could it be more efficient to store the nodes and then perform a ''bulk'' culling or is it irrilevan for modern 3dgpu ? i use a geoforce4
thanks in advance and sorry for my english