best way to manage indoor zone pvs culling ( for ex q3 map )

hi,

i’m looking for the best way to perform pvs culling (pre-stored visible zones list in each zone) on polygon-based indoor map and i take a quake3 bsp map for example

1/ first, is it possible to read directly in unity the bytecode of the bsp file? if not, should i pre-parse it to ascii data, xml, directly to javascript or c# arrays / objects ?

2/ second what’s the best way to manage the pvs culling (each time camera changes zone, update the list of visible zones)

i’m thinking about 2 approaches:

a/ for each zone make an independant mesh object, then discard / enable its rendering by using renderer.enabled = true / false

b/ directly re-write the whole mesh of the p.v.s. :

function UpdatePVS () {
mesh.Clear();
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
}

c/ is there a better approach (maybe is it possible to discard individually polygons inside a mesh ?)

thanks for your help

that’s ok i made a search on the forum and i found all what i needed about indoor scenegraph and pvs

sorry for this unuseful noob topic :sweat_smile: