By culling, I mean, only rendering what is currently seen by the camera. In my game, nothing is tile based. Each object has a center point and that is where it is on the screen. The camera is simulated by doing glTranslatef before drawing anything on that layer.
Here are the constraints:
I have 6 layers. Each of these is an array of IRenderableEntity. Each layer has a scalar that it multiplies the camera position by to simulate Parallax Scrolling. Within these arrays, the object itself could be static or dynamic.
I'm not concerned with collision detection since Box2D takes care of this.
How can I only render what I see on the screen in a logerithmic manner (not n^2)