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.
Testing the draw count of quads vs vLine. A trade off of lower draw count vs more some overdraw on occluded lines/walls. I wonder if creating a potential visible set (PVS) of lines at load time once, for each corridor may be able reduce this overdraw.