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It's all about tradeoffs. But first, occlusion culling is to hide what is being hidden by other objects, not what falls outside the viewing frustum. What you described is called frustrum culling. Sure, you can do that and only request to draw polygons that you will see, but those calculations, along with the time required to update the index buffer may ...


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Essentially what you want to do is compute the size of the object in pixels, then discard objects that are smaller than some threshold value. Use a bounding sphere rather than a box and the calculation becomes quite easy. Pre-compute a single radius value R for each object/mesh which is the maximal distance of any vertex from the origin in the object/mesh. ...



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