During the bsp tree compilation there happens sometimes that a polygon would be split so much until it becomes very thin with an area almost 0. This polygon would further be split and thus obtaining degenerate triangles. The problem is that the construction fails when fed this kind of polygons and full leaves(all polygons used as splitter) arive in back nodes. When clipping triangles or classifying them i used a small epsilon to compare to 0. Lowering this epsilon does not help, actually often, it causes more problems. I have 3 small-medium sized levels(~500 tri - ~6000 tri) that are compiled flawessely without introducing degenerate triangles. How can i go around avoiding degenerate triangle creation, how can these be handled? Is it the sole duty of the artist to avoid such cases?