If the only reason for this is to draw the resulting polygon, why not use the GPU to do this work for you - you still use OpenGL. So instead of discussing how to build an intersection, do the following: -
Set Z values of Polygon A and Polygon B to some constant Set Z test to no testing (always write Z regardless) Disable Z test Enable Z writes Disable colour writes Render Polygon A Set Z test to z equal Enable Z test Disable Z write Enable colour write Render Polygon B
Hey presto, polygon intersection!
You could probably do it a lot more efficiently if you limited yourself to OpenGL 4 and used various available shaders.
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