1) write into ogre forum 2) mode_render does not do any change 3) scenenode::_rendervisibleobjects already uses frustum culling 4) implement for bsp trees 5) improve mouse control (strave) 6) cull camera for testing 7) error when near plane crosses bounding volume 8) bounding box should be not two parts 9) implement z-buffer pass 10) nice scene for dotscenemanager + terrainscenemanager 11) ask about ogre changes 12) preprocess: do not always destroy occlusion queries 13) prevent multiple rendering of objects, scene nodes and hierarchy nodes 14) learn to create terrains (heightmaps) 15) work with maya 16) occlusion culling + transparent materials, shadows!! 17) minimize code for new scenemanager (macros?) 18) make more flexible: callbacks 19) find out how rotations happen 20) investigate time coherence options (i.e., query only every nth frame 21) möllers acceleration for frustum culling 22) update so less code has to be replicated in terrainscenetraverser 23) implement frustum test where intersect by near plane is considered 24) tell ogre-people about changes 25) check glfinish error 26) also disable frustum culling on mouse click 27) better comments 28) setrendermode: change!!! 29) problems with coherent & geometry not in leave