I truly hate asking what feels like a completely stupid question, but my lack of formal training as lead me to throw this question right out there.
I’m getting to the point in current game project where rendering the main game area/level is approaching and there is something I’m not certain about, basically with concerns to how much is actually seen vs. how much to throw into the draw commands.
This may not be what will be done, but for the sake of explaining it in an easier way I’ll pose these examples. I am currently using OpenGL ES 1.1.
Say I have a character and the view is 3rd person, close to the character. I have a large level area with rooms, etc. Do I:
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Throw the entire level into the draw commands and assume the clipping and depth buffers do the job of trimming out what isn’t seen/rendered to the screen?
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Break the area up, only drawing sections that could possibly be seen?
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Something else more efficient?
If you are making a restricted environment, like what is common in FPS games, then research Portal Occlusion.
It is a popular topic, and books such as 3D Math Primer for Graphics and Game Development and Real-Time Rendering have good overviews of the technique. Other texts can provide more detailed/thorough readings on the subject.
BSP-trees could also be useful in this type of setup.
If you are making an open, large world similar to what is in RPGs then look into using Quad/Oct-trees.