You can traverse the scene using a nodevisitor and build a quadtree from the drawables. This is relatively complex, but Robert also pointed to the osgForest-example which give you an idea. One option is to decorate separable "groups" by adding them to a osg::Group and let the osgUtil::Optimizer run with the SPATIALIZE_GROUPS option.
This will help you only if you have separable drawables/geometries.

If you need to split geometries, you will have to indeed split by testing against a plane (e.g. the middle plane of your potential volume) and sorting the triangles (there is a mechanism inside the osg to traverse the triangles) into distinct drawbles and put them in the appropriate bin.

Cheers
Sebastian
Hey
So i need this function to split an area
Can someone give me a hint how to start with that ?
Thanks in advance :)

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