I have a simulation that uses an arbitrarily rich terrain database that is 
viewed from a static eyepoint.
The user interacts with models that move around wrt the terrain.  Since the 
eyepoint is fixed for the
duration of a scenario, I would like to optimize the rendering of the terrain 
by taking advantage of that
fact.

In particular: 
A) Culling the terrain once and retaining the cull results for all subsequent 
frames
B) After the first render, run all the geometry again with an occlusion test 
and throw away all
geometry that is, in fact, occluded.

However, I am not at all clear on how I would do either of these things.  Can 
someone offer me a clue?

Thanks,

--daniel

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