inline SceneZoneCullingState::CullingTestResult SceneCullingState::_test( const T& bounds, Iter zoneIter,
                                                                          const PlaneF& nearPlane, const PlaneF& farPlane ) const
{
   // Defer test of near and far plane until we've hit a zone
   // which actually has visible space.  This prevents us from
   // doing near/far tests on objects that were included in the
   // potential render list but aren't actually in any visible
   // zone.
   bool haveTestedNearAndFar = false;

   // Test the culling states of all zones that the object
   // is assigned to.

   for( ; zoneIter.isValid(); ++ zoneIter )
   {
      const SceneZoneCullingState& zoneState = getZoneState( *zoneIter );

      // Skip zone if there are no positive culling volumes.

      if( !zoneState.hasIncluders() )
         continue;

      // If we haven't tested the near and far plane yet, do so
      // now.

      if( !haveTestedNearAndFar )
      {
         // Test near plane.

         PlaneF::Side nearSide = nearPlane.whichSide( bounds );
         if( nearSide == PlaneF::Back )
            return SceneZoneCullingState::CullingTestNegative;

         // Test far plane.

         PlaneF::Side farSide = farPlane.whichSide( bounds );
         if( farSide == PlaneF::Back )
            return SceneZoneCullingState::CullingTestNegative;

         haveTestedNearAndFar = true;
      }

      // If the object's world bounds overlaps any of the volumes
      // for this zone, it's rendered.

      SceneZoneCullingState::CullingTestResult result = zoneState.testVolumes( bounds );

      if( result == SceneZoneCullingState::CullingTestPositiveByInclusion )
         return result;
      else if( result == SceneZoneCullingState::CullingTestPositiveByOcclusion )
         return result;
   }

   return SceneZoneCullingState::CullingTestNegative;
}
inline SceneZoneCullingState::CullingTestResult SceneCullingState::_testOccludersOnly( const T& bounds, Iter zoneIter ) const
{
   // Test the culling states of all zones that the object
   // is assigned to.

   for( ; zoneIter.isValid(); ++ zoneIter )
   {
      const SceneZoneCullingState& zoneState = getZoneState( *zoneIter );

      // Skip zone if there are no occluders.

      if( !zoneState.hasOccluders() )
         continue;

      // If the object's world bounds overlaps any of the volumes
      // for this zone, it's rendered.

      if( zoneState.testVolumes( bounds, true ) == SceneZoneCullingState::CullingTestPositiveByOcclusion )
         return SceneZoneCullingState::CullingTestPositiveByOcclusion;
   }

   return SceneZoneCullingState::CullingTestNegative;
}