I haven't really done any more work on near/far planes
I am fairly close to getting proper culling to work. Right now it successfully culls boxes that are inside the view frustum, it just doesn't work for boxes that traverse the view frustum.
Ie when testing points are inside the view frustum, if all points are outside, but the box straddles the view frustum, it gets culled, which is clearly wrong. I switched to using axis aligned bounding boxes as I thought it might make the maths easier.
I did some investigating regarding performance. Lower spec pcs should be getting a lot better frame rates when they are. The fact it renders when paused is quite useful for profiling. Basically the issue is still the CPU. If you use Nik's debugger and look at the meshes, the way they are split is entirely related to culling, and down at the lower leafs it's almost down to single polygons. But those polgyons can be polys from any mesh, ie using different textures, which means for batching, it's kind of worst case scenario for modern hardware lol. Actually it's not so bad for the GPU, but driver side for the CPU its expensive.
Anyway, hoping that if we cull half the geometry that is outside of the view we'll get a pretty reasonable speed up.

