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culling systems?

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I hope I am using the right term for "culling" but I was wornding what the best culling system should I put in my game engine, this is using OpenGL, with these facts: terrain engine will support very large landmass as 1 single "round world" so I want the culling system to load and unload "sections'' of the map with very little on no pause or lag in the game.

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I am using quad tree culling. There is a wery good tutorial on
quad trees on this site and also on www.flipcode.com. On flipcode
there is also an orticle abaout optimizing quad tree culling and
extracting frustum from camera matrix.


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