   Scene partition design
  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 graphor 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   