Maybe not advanced in the MH way ... but anyways ... here goes ...
I'm easily starting to see the merits of the way matrix calculations are supposed to be made in modern times. If you have objects that have parents ... which isn't so similar from tags I guess ... in OpenGL 1.x the matrix push/pops get ridiculous.
1) I've heard Spike talk about draw lists. Is this for better sorting (i.e. not just per entity)?
2) How is it possible to calculate the outer bounds of complex objects with multiple components? You have aggregated matrices with all kinds of factors stuffed in them. Or is that a "don't bother" kind of deal ... skip out on accuracy and just pick some numbers and if stuff pokes through walls rarely who cares?
3) Other than for vis and light map generation, what else does the BSP compiler do other than slice up polygons for software render + so that the pieces can be light mapped?
4) I've never compiled a Q3BSP but it is my understanding that it doesn't have vis. If that is the case, how is it culling off stuff it doesn't need to draw because it is obscured by other parts of the map or a wall in the direction you are facing?