I have a BSP tree loaded into memory. I first find out what leaf I am in. Next, I decode the PVS. Then, I run through each region in that PVS and see if it lies within my frustum.
I have been told that this is the incorrect way to render and that I should actually be doing a back to front rendering by traversing the BSP tree. How exactly do I do this? I have seen a number of different methods of doing this, that's why I ask.
For instance, the Quake 3 BSP rendering says: Traverse the BSP to determine in which leaf the camera is positioned. Retrieve and decompress the PVS for this leaf, iterate through PVS and mark leaves in the BSP. Traverse the BSP near to far If a Node is not marked, skip it. Test the Node Boundary Box against the Camera Frustrum. Add the current leaf to the rendition list
Is this still the standard way it is done today or at least for simpler games.