I am trying to compute visibility in an old 3d file format. I am using a BSP tree have finally gotten everything built and traversable.
Now I don't have any sort of PVS, potentially visible set to work with so I need to know the most efficient way to choose what polygons to render as there are literally thousands of them. I should ideally only render the polygons that are near me and then cull the non visible ones.
Does anyone have experience with this?