I’m doing a large outdoor engine. At first I have rendered my terrain into a single display list.
Since testing the visibility for all triangles of my landscape is to slow, I decided to divide
my landscape into sectors. Each sector is rendered into s displaylist. I have implemented this and
wanted to do the visibility detection. But it seems like this is unnecessary! OpenGL already seems not
to bother with display lists that lie outside the view. My engines runs with 3x the FPS cause the
terrain is clipped by opengl. I’m using the nVidia ICD on a GeForceDDR. Is this behavior to to a fast
cliiping on display lists implementation depend ? Should I rely on it ? Should I code my own alogrithm
to filter out invisible display lists or should I let OpenGL do the work ?