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Scene partition design

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Hi I am working on a general scene partition design that allows me to implement any kind of scene partition in any form. e.g.: Octree/Quadtree that contains a portal culling graph or a portal culling graph that has nested octrees/quadtrees .... That are just examples, not that I would really like to add a octree into a portal node lol. In my upcoming engine & 3d editor object I need a very flexible partition structure. In the engine itself I will use octrees with portal culling trees to handle indoor environments. Here is a tiny explanation of what I came up with. As you see the portal culling trees may contain cycles, which may lead to infinite looping, therefore I am working with a cycleid to mark those nodes that have already been visited. Any ideas, improvement suggestios? thx in advance

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