Okay, so I'm doing some clipping to cut down on the surface area that I'm actually drawing. Right now thats being done before I'm rasterizing the polygon which is resulting in non-triangle polygons when I get to rasterization. So how should I go about avoiding those 4+ vertice polygons?
I suppose I should be looking into loose octrees as opposed to straight octrees.
So how do you order the polygons that reside in a parent node when you go to render the polygons? It seems there's still going to be ordering issues with the polygons in the parent and its child nodes. Is that where you punt and create a z-buffer for just that node in the octree and use that to order the pixels in those nodes? Seems like that wouldn't work well for really large polygons like a floor, but that could be a know limitation and the floor could be constructed of lots of smaller polygons.