I was thinking that maybe it would be possible to use the BVH that btBvhTriangleMeshShape builds for use with frustum culling in the rendering. If it is possible, a good idea, or not? I'm clear on how frustum culling is done, given that there are bounding boxes available.
My idea is to do culling of parts of a large mesh (think: terrain) using the BVH that bullet already builds (then I don't have to build my own partition stuff!). I'm of course aware that perhaps this will not be optimal for rendering, but is it possible? For example, how can I retrieve the bounding boxes and their contained triangles from the btQuantizedBvh? btQuantizedBvhNode doesn't seem to contain them... but I assume that the raycasting would need them during traversal so they must be in there somewhere...
Maybe related to this, but that sounds a bit more advanced and not applicable to my application.