What culling does Java3d do?

        I am defining culling as "not sending the shape geometries to the
graphics card", so I don't count z-buffer.

        1. Does it send every shape that is within a sphere surrounding the
view at a radius of the far clip?

        2. Does it perform a field of view cull?  Does it send geometry to
the card which is not within the field of view?

        3. Does it perform ANY occlusion culling? (Other than zbuffer)


        How have people here implemented their occlusion culling?  have you
sorted their entire scene graph into an oct tree and then process the tree
on every frame, disabling and enabling nodes as appropriate?  If so how has
performance been?  Is there substantial overhead in disabling a branchgroup
or shape node?

        Thanks in advance,

        Dave Yazel

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