   Where does BSP partitioner go after it is used?
  I am creating a destructible environment engine similar to the Geo-Mod approach done by Red Faction using BSP tree merging. It almost works but I am running into an issue trying to not special case partitioners during BSP generation. After I partition a polygon set with one of its polygons, I store a pointer to it in the current node as the partitioning plane. However, I believe that the partitioner should eventually be stored in a leaf node somewhere down the tree so that I don't have to manually check partitioners when searching the tree. If I simply add a partitioner to the positive set after using it, my program crashes. If you know about BSPs but not tree merging that is fine as this has nothing to do with merging. Thanks.   
  i'm not quite understanding the problem, but in general, you dont really need to save the partitioner, but just the plane equation in nodes.   ;  Yeah sorry it's a bit confusing the way I worded it. I was looking at a graph of a bsp and noticed that although each partitioning node stores the polygon or plane equation of its partitioner, all partitioning polygons also made their way into one of a leaf node's convex sets. If this doesn't happen, and you just store the partitioner in the node it divides without it also being contained with the other polygons in an appropriate leaf node, you have to explicitly draw polygon sets by traversing the tree and not only drawing when you hit a leaf node, but also drawing partitioners.Right now here is a simple example of my code in c++:// node->partitioner stores a reference to the polygon used to partition the nodenode->partitioner = currentPartitioner;// partition node, split polygons, push to positive and negative sets etc...yatta yatta yatta;// try to add the partitioner to the positive set so it continues in the tree and gets put into the appropriate leaf nodepositiveSet->push_back(currentParitioner); // program crashesIf I don't allow currentPartitioner to continue down the tree, later when I draw I will have to do this:// traverse tree...drawPolygonSet(node->polygonSet);drawPolygon(node->partitioner); // since partitioner is not in any set, a reference is only kept as node->partitionerDoes that make more sense?