At the moment I have my level split into smaller meshes each of which use 1 texture atlas, that I make visible or not due to set rules. i.e. setion a can see section b but no others etc
I'm looking for a good solution to also perform hidden surface removal on this. Perhaps one bsp tree for them all that is aware of the above rules. I also would like to perform per object visibility culling against the this level geometry.
Anyone have any suggestions on what would be the best way to tackle this problem in irrlicht?

