Original Post
I am using a scene graph to manage objets of my 3D world. A typical example is as follows:
world---|- Skybox
|- Terrain -----|-Building1-------------|-Box
|-FarmHouse1 |-Table
|-Tree |- .....
|-Car
|-Vehicle
|-Enemy------|_...
I''ll use the scenegraph for managing all the objects and also for collision. Each object in the graph will use its own Draw and Collision function.
Now how can i optimize the renderer by incorporating space partitioning? I''ve read some posts of Yann L. I can use QuadTree for the terrain. But for other static geometric structures like the Builing1 (Can be a huge building), can i use BSP/OCTree for both rendering and collision?