So I have a bounding volume tree, almost an octree but not quite.
Anyway I'm trying to optimize my drawing, right now I have a few different culling frustums that I use to cull different ranges of the BV tree, its very fast, I can pull all my world data in less than 1ms but when it comes to culling the grass and the other mesh data I'm thinking that because I have lots of mountains and hill that I'm rendering stuff that is inside the frustum but occluded but hills and mountains.
What would be the right way to cull this? Should I do a ray cast against my terrain from each corner of the bounding boxes to the player and cull anything that gets a hit? or should I find some fancy way to do it on the GPU?.
I only have to test maybe 1k boxes x 8 corners, so the ray casting shouldn't take to long.