Actually, I don't know if EntityInView will work. I don't remember exactly but I think that command simply checks if an entity is within the viewing frustrum, regardless of whether or not it is occluded. And you generally don't want to check every mesh in your scene (unless your scene is comprised of very few meshes.) Instead, chunk up you scene into zones, with meshes grouped inside of zones. Determine visibility on entire zones (there's LineOfSight code in the code archives; that's still not an ideal approach, but it's a start,) hiding/showing meshes in groups. It'll be faster than attempting to nitpick about what is and isn't visible.
Polys Rendered
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