Added back face culling, and made a big discovery. I've realized that if one side of a BSP partition is entirely behind the camera, then that side will not be visible. This allows culling of that half of the tree, improving render speeds. This could also be implemented in full 3D rendering improving speed there. This can be visualized by enabling debug mode. Ideally, it should also clip the partitions themselves against other partitions. This is because there are scenarios where the partition could reach the screen with unlimited length, but when appropriately clipped it ends up being shown that it cannot reach the screen.