Hey, my idea is as follows:
1. Divide world into 8 big sectors (AABB)
2. Load all objects on map
3. Check Intersection between object-AABB and all sectors-AABB (only once for static objects.)
4. Find out which world sector intersects object
5. Save that world sector into object's model structure
6. Check intersection between all sectors and camera frustum (every frame)
7. save results into memory (which sectors are visible)
8. for all models, if its sector is visible, then move down to see if
object was visible (else skip because sector is not visible then its model is not visible, note: this time we are using the saved result
in memory i.e we are not doing intersection, it has been done already in step 6.)
9. If visible then draw else skip.
10. Goto step 6 (for next frame)
But I dunno how to implement it, yet I'll try. Anyone seeing a problem in this method? (I know a problem arises when objects are in between sectors, but in that case we would assume it has 2 sectors as its parent.)
(Just for understanding.)
(Also, sorry for bad painting skills.)