Original Post
I've written a BSP tree generator and it works great. I can loop through the entire tree and draw every node and everything renders great. So now I'm wanting to start doing so optimisations like frustrum culling. I've read a load of tutorials on BSP tree use and they all end with sentances like "And then just test if your camera is inside a node" without an explanation of how to do this. I'm using DirectX, so I havea camera with a position, a target, near and far clipping planes etc. So should I just create a cube that roughly represents the viewing frustum and test if that cube is wholly on one side of a divider of a node, or spanning. Obviously if that cube is completely on one side or the other only one child node needs to be explored, and if it is spanning then both do. My tree currently stores the dividing triangle inside the node where the divison took place. I am curious as to how to handle these rouge triangles, since I will have a triangle in every node of the tree, how do I know if each triangle needs to be drawn without doing any tests? or do I need to see if every dividing triangle is within the viewing frustum as well ? Thanks Chris