I have read a lot of literature on BSPs, Octrees and like. Problem is that it is all old literature from software rendering time. Nobody describes how it is implemented today. So here is my idea how to do it and my question.
Let's say that I use some partitioning algorithm, it does not matter which one. I subdivide my level mesh into multiple partitions and store it in RAM. Should I simply create vertex buffers for each node so I can render my scene faster or what?
How do you do it, is there any better way today?