]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
BIH building and recursion no longer directly links leaf nodes into the
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 21 Mar 2011 06:57:28 +0000 (06:57 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 21 Mar 2011 06:57:28 +0000 (06:57 +0000)
hierarchy, they are only used by unordered children group nodes
changed BIH_MAXUNORDEREDCHILDREN to 8 and removed
mod_collision_bih_childrengrouping cvar because this seems to be the
optimal value (values up to 16 sometimes yield minor gains but not
consistent)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10955 d7cf8633-e32d-0410-b094-e92efae38249

bih.c
bih.h
gl_rsurf.c
model_brush.c

diff --git a/bih.c b/bih.c
index 48a56e4208246f107e79f79ec795d686aa31f803..7a25c6680a02d58381999c3c4628e296286db789 100644 (file)
--- a/bih.c
+++ b/bih.c
@@ -53,15 +53,12 @@ static int BIH_BuildNode(bih_t *bih, int numchildren, int *leaflist, float *tota
        totalmaxs[0] = maxs[0];
        totalmaxs[1] = maxs[1];
        totalmaxs[2] = maxs[2];
-       // if there is only one child this is a leaf
-       if (numchildren < 2)
-               return -1-leaflist[0];
        // if we run out of nodes it's the caller's fault, but don't crash
        if (bih->numnodes == bih->maxnodes)
        {
                if (!bih->error)
                        bih->error = BIHERROR_OUT_OF_NODES;
-               return -1-leaflist[0];
+               return 0;
        }
        nodenum = bih->numnodes++;
        node = bih->nodes + nodenum;
@@ -77,8 +74,8 @@ static int BIH_BuildNode(bih_t *bih, int numchildren, int *leaflist, float *tota
        node->frontmin = 0;
        node->backmax = 0;
        memset(node->children, -1, sizeof(node->children));
-       // check if this should be an unordered node to reduce recursion depth
-       if (numchildren <= bih->maxchildrenunordered)
+       // check if there are few enough children to store an unordered node
+       if (numchildren <= BIH_MAXUNORDEREDCHILDREN)
        {
                node->type = BIH_UNORDERED;
                for (j = 0;j < numchildren;j++)
@@ -133,7 +130,7 @@ static int BIH_BuildNode(bih_t *bih, int numchildren, int *leaflist, float *tota
        return nodenum;
 }
 
-int BIH_Build(bih_t *bih, int numleafs, bih_leaf_t *leafs, int maxnodes, bih_node_t *nodes, int *temp_leafsort, int *temp_leafsortscratch, int maxchildrenunordered)
+int BIH_Build(bih_t *bih, int numleafs, bih_leaf_t *leafs, int maxnodes, bih_node_t *nodes, int *temp_leafsort, int *temp_leafsortscratch)
 {
        int i;
 
@@ -145,9 +142,6 @@ int BIH_Build(bih_t *bih, int numleafs, bih_leaf_t *leafs, int maxnodes, bih_nod
        bih->numnodes = 0;
        bih->maxnodes = maxnodes;
        bih->nodes = nodes;
-       bih->maxchildrenunordered = maxchildrenunordered;
-       if (bih->maxchildrenunordered > BIH_MAXUNORDEREDCHILDREN)
-               bih->maxchildrenunordered = BIH_MAXUNORDEREDCHILDREN;
 
        // clear things we intend to rebuild
        memset(bih->nodes, 0, sizeof(bih->nodes[0]) * bih->maxnodes);
@@ -163,7 +157,7 @@ static void BIH_GetTriangleListForBox_Node(const bih_t *bih, int nodenum, int ma
        int axis;
        bih_node_t *node;
        bih_leaf_t *leaf;
-       while (nodenum >= 0)
+       for(;;)
        {
                node = bih->nodes + nodenum;
                // check if this is an unordered node (which holds an array of leaf numbers)
@@ -212,32 +206,11 @@ static void BIH_GetTriangleListForBox_Node(const bih_t *bih, int nodenum, int ma
                // fell between the child groups, nothing here
                return;
        }
-       leaf = bih->leafs + (-1-nodenum);
-       if (mins[0] > leaf->maxs[0] || maxs[0] < leaf->mins[0]
-        || mins[1] > leaf->maxs[1] || maxs[1] < leaf->mins[1]
-        || mins[2] > leaf->maxs[2] || maxs[2] < leaf->mins[2])
-               return;
-       switch(leaf->type)
-       {
-       case BIH_RENDERTRIANGLE:
-               if (*numtrianglespointer >= maxtriangles)
-               {
-                       ++*numtrianglespointer; // so the caller can detect overflow
-                       break;
-               }
-               if(trianglelist_surf)
-                       trianglelist_surf[*numtrianglespointer] = leaf->surfaceindex;
-               trianglelist_idx[*numtrianglespointer] = leaf->itemindex;
-               ++*numtrianglespointer;
-               break;
-       default:
-               break;
-       }
 }
 
 int BIH_GetTriangleListForBox(const bih_t *bih, int maxtriangles, int *trianglelist_idx, int *trianglelist_surf, const float *mins, const float *maxs)
 {
        int numtriangles = 0;
-       BIH_GetTriangleListForBox_Node(bih, 0, maxtriangles, trianglelist_idx, trianglelist_surf, &numtriangles, mins, maxs);
+       BIH_GetTriangleListForBox_Node(bih, bih->rootnode, maxtriangles, trianglelist_idx, trianglelist_surf, &numtriangles, mins, maxs);
        return numtriangles;
 }
diff --git a/bih.h b/bih.h
index f1af0ef2c2601fb4b2b0c1301a6d0e99a06e12b9..43b659e97f6753aa5fd8e9fb7756aca0035741bc 100644 (file)
--- a/bih.h
+++ b/bih.h
@@ -6,7 +6,7 @@
 #ifndef BIH_H
 #define BIH_H
 
-#define BIH_MAXUNORDEREDCHILDREN 16
+#define BIH_MAXUNORDEREDCHILDREN 8
 
 typedef enum biherror_e
 {
@@ -39,13 +39,13 @@ typedef struct bih_node_s
        // TODO: move bounds data to parent node and remove it from leafs?
        float mins[3];
        float maxs[3];
-       // < 0 is a leaf index (-1-leafindex), >= 0 is another node index (always >= this node's index)
+       // node indexes of children (always > this node's index)
        int front;
        int back;
        // interval of children
        float frontmin; // children[0]
        float backmax; // children[1]
-       // BIH_UNORDERED uses this for a list of leafindex (positive), -1 = end of list
+       // BIH_UNORDERED uses this for a list of leafindex (all >= 0), -1 = end of list
        int children[BIH_MAXUNORDEREDCHILDREN];
 }
 bih_node_t;
@@ -78,14 +78,13 @@ typedef struct bih_s
 
        // fields used only during BIH_Build:
        int maxnodes;
-       int maxchildrenunordered;
        int error; // set to a value if an error occurs in building (such as numnodes == maxnodes)
        int *leafsort;
        int *leafsortscratch;
 }
 bih_t;
 
-int BIH_Build(bih_t *bih, int numleafs, bih_leaf_t *leafs, int maxnodes, bih_node_t *nodes, int *temp_leafsort, int *temp_leafsortscratch, int maxchildrenunordered);
+int BIH_Build(bih_t *bih, int numleafs, bih_leaf_t *leafs, int maxnodes, bih_node_t *nodes, int *temp_leafsort, int *temp_leafsortscratch);
 
 int BIH_GetTriangleListForBox(const bih_t *bih, int maxtriangles, int *trianglelist_idx, int *trianglelist_surf, const float *mins, const float *maxs);
 
index 4ee874d6724f9183cdbcb74276cb1e0536c55ab3..d8d0492ea5941d5f166d85183ced8eb3bf38259a 100644 (file)
@@ -957,7 +957,6 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons
        int surfaceindex;
        int t;
        int nodeleafindex;
-       int nodenumleafs;
        const int *nodeleaflist;
        int currentmaterialflags;
        qboolean castshadow;
@@ -970,125 +969,111 @@ static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, cons
        // note: because the BSP leafs are not in the BIH tree, the _BSP function
        // must be called to mark leafs visible for entity culling...
        // we start at the root node
-       nodestack[nodestackpos++] = 0;
+       nodestack[nodestackpos++] = bih->rootnode;
        // we'll be done when the stack is empty
        while (nodestackpos)
        {
                // pop one off the stack to process
                nodenum = nodestack[--nodestackpos];
-               if (nodenum >= 0)
+               // node
+               node = bih->nodes + nodenum;
+               if (node->type == BIH_UNORDERED)
                {
-                       // node
-                       node = bih->nodes + nodenum;
-                       if (node->type == BIH_UNORDERED)
+                       nodeleaflist = node->children;
+                       for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
                        {
-                               nodeleaflist = node->children;
-                               for (nodenumleafs = 0;nodenumleafs < BIH_MAXUNORDEREDCHILDREN;nodenumleafs++)
-                                       if (node->children[nodenumleafs] < 0)
-                                               break;
-                       }
-                       else
-                       {
-                               axis = node->type - BIH_SPLITX;
-#if 0
-                               if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+                               leaf = bih->leafs + node->children[nodeleafindex];
+                               if (leaf->type != BIH_RENDERTRIANGLE)
+                                       continue;
+#if 1
+                               if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
                                        continue;
 #endif
-#if 0
-                               if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+#if 1
+                               if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
                                        continue;
 #endif
-                               if (info->lightmins[axis] <= node->backmax)
+                               surfaceindex = leaf->surfaceindex;
+                               surface = info->model->data_surfaces + surfaceindex;
+                               currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+                               castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+                               t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
+                               e = info->model->brush.shadowmesh->element3i + t * 3;
+                               v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                               v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                               v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                               VectorCopy(v[0], v2[0]);
+                               VectorCopy(v[1], v2[1]);
+                               VectorCopy(v[2], v2[2]);
+                               if (info->svbsp_insertoccluder)
                                {
-                                       if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
-                                               nodestack[nodestackpos++] = node->front;
-                                       nodestack[nodestackpos++] = node->back;
+                                       if (castshadow)
+                                               SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
                                        continue;
                                }
-                               else if (info->lightmaxs[axis] >= node->frontmin)
-                               {
-                                       nodestack[nodestackpos++] = node->front;
+                               if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
                                        continue;
+                               // we don't occlude triangles from lighting even
+                               // if they are backfacing, because when using
+                               // shadowmapping they are often not fully occluded
+                               // on the horizon of an edge
+                               SETPVSBIT(info->outlighttrispvs, t);
+                               if (castshadow)
+                               {
+                                       if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+                                       {
+                                               // if the material is double sided we
+                                               // can't cull by direction
+                                               SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                                       else if (r_shadow_frontsidecasting.integer)
+                                       {
+                                               // front side casting occludes backfaces,
+                                               // so they are completely useless as both
+                                               // casters and lit polygons
+                                               if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                       SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                                       else
+                                       {
+                                               // back side casting does not occlude
+                                               // anything so we can't cull lit polygons
+                                               if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                       SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                               }
+                               if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                               {
+                                       SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                       info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
                                }
-                               else
-                                       continue; // light falls between children, nothing here
                        }
                }
                else
                {
-                       // leaf
-                       nodenum = -1-nodenum;
-                       nodenumleafs = 1;
-                       nodeleaflist = &nodenum;
-               }
-
-               for (nodeleafindex = 0;nodeleafindex < nodenumleafs;nodeleafindex++)
-               {
-                       leaf = bih->leafs + nodeleaflist[nodeleafindex];
-                       if (leaf->type != BIH_RENDERTRIANGLE)
-                               continue;
-#if 1
-                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+                       axis = node->type - BIH_SPLITX;
+#if 0
+                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
                                continue;
 #endif
-#if 1
-                       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+#if 0
+                       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
                                continue;
 #endif
-                       surfaceindex = leaf->surfaceindex;
-                       surface = info->model->data_surfaces + surfaceindex;
-                       currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
-                       castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
-                       t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
-                       e = info->model->brush.shadowmesh->element3i + t * 3;
-                       v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
-                       v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
-                       v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
-                       VectorCopy(v[0], v2[0]);
-                       VectorCopy(v[1], v2[1]);
-                       VectorCopy(v[2], v2[2]);
-                       if (info->svbsp_insertoccluder)
+                       if (info->lightmins[axis] <= node->backmax)
                        {
-                               if (castshadow)
-                                       SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
-                               continue;
-                       }
-                       if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+                               if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+                                       nodestack[nodestackpos++] = node->front;
+                               nodestack[nodestackpos++] = node->back;
                                continue;
-                       // we don't occlude triangles from lighting even
-                       // if they are backfacing, because when using
-                       // shadowmapping they are often not fully occluded
-                       // on the horizon of an edge
-                       SETPVSBIT(info->outlighttrispvs, t);
-                       if (castshadow)
-                       {
-                               if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
-                               {
-                                       // if the material is double sided we
-                                       // can't cull by direction
-                                       SETPVSBIT(info->outshadowtrispvs, t);
-                               }
-                               else if (r_shadow_frontsidecasting.integer)
-                               {
-                                       // front side casting occludes backfaces,
-                                       // so they are completely useless as both
-                                       // casters and lit polygons
-                                       if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
-                                               SETPVSBIT(info->outshadowtrispvs, t);
-                               }
-                               else
-                               {
-                                       // back side casting does not occlude
-                                       // anything so we can't cull lit polygons
-                                       if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
-                                               SETPVSBIT(info->outshadowtrispvs, t);
-                               }
                        }
-                       if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                       else if (info->lightmaxs[axis] >= node->frontmin)
                        {
-                               SETPVSBIT(info->outsurfacepvs, surfaceindex);
-                               info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+                               nodestack[nodestackpos++] = node->front;
+                               continue;
                        }
+                       else
+                               continue; // light falls between children, nothing here
                }
        }
 }
index 71c55bcccc7eed2ac3b0c4e2b3a543cfda68fd4b..b643aa4a8e8f9c7ba2266bdea035dca9ea119a85 100644 (file)
@@ -52,7 +52,6 @@ cvar_t mod_q3shader_default_polygonoffset = {0, "mod_q3shader_default_polygonoff
 
 cvar_t mod_q1bsp_polygoncollisions = {0, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
 cvar_t mod_collision_bih = {0, "mod_collision_bih", "1", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"};
-cvar_t mod_collision_bih_childrengrouping = {0, "mod_collision_bih_childrengrouping", "16", "this setting prevents excessive recursion depth in the BIH tree by building a shallow tree"};
 cvar_t mod_recalculatenodeboxes = {0, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"};
 
 static texture_t mod_q1bsp_texture_solid;
@@ -88,7 +87,6 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&mod_q3shader_default_polygonoffset);
        Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions);
        Cvar_RegisterVariable(&mod_collision_bih);
-       Cvar_RegisterVariable(&mod_collision_bih_childrengrouping);
        Cvar_RegisterVariable(&mod_recalculatenodeboxes);
 
        memset(&mod_q1bsp_texture_solid, 0, sizeof(mod_q1bsp_texture_solid));
@@ -5977,7 +5975,7 @@ static void Mod_CollisionBIH_TracePoint_RecursiveBIHNode(trace_t *trace, dp_mode
        const bih_node_t *node;
        const colbrushf_t *brush;
        int axis;
-       while (nodenum >= 0)
+       for(;;)
        {
                node = model->collision_bih.nodes + nodenum;
                if (node->type == BIH_UNORDERED)
@@ -6017,26 +6015,6 @@ static void Mod_CollisionBIH_TracePoint_RecursiveBIHNode(trace_t *trace, dp_mode
                else // no overlap with either child?  just return
                        return;
        }
-       if (!model->collision_bih.leafs)
-               return;
-       leaf = model->collision_bih.leafs + (-1-nodenum);
-#if 1
-       if (!BoxesOverlap(point, point, leaf->mins, leaf->maxs))
-               return;
-#endif
-       switch(leaf->type)
-       {
-       case BIH_BRUSH:
-               brush = model->brush.data_brushes[leaf->itemindex].colbrushf;
-               Collision_TracePointBrushFloat(trace, point, brush);
-               break;
-       case BIH_COLLISIONTRIANGLE:
-               // collision triangle - skipped because they have no volume
-               break;
-       case BIH_RENDERTRIANGLE:
-               // render triangle - skipped because they have no volume
-               break;
-       }
 }
 
 static void Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace_t *trace, dp_model_t *model, bih_t *bih, int nodenum, const vec3_t start, const vec3_t end, const vec3_t linestart, const vec3_t lineend)
@@ -6066,7 +6044,7 @@ static void Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace_t *trace, dp_model
        segmentmaxs[0] = max(start[0], end[0]);
        segmentmaxs[1] = max(start[1], end[1]);
        segmentmaxs[2] = max(start[2], end[2]);
-       while (nodenum >= 0)
+       for (;;)
        {
                node = bih->nodes + nodenum;
 #if 0
@@ -6348,32 +6326,6 @@ static void Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace_t *trace, dp_model
 #endif
 #endif
        }
-       if (!bih->leafs)
-               return;
-       leaf = bih->leafs + (-1-nodenum);
-#if 1
-       if (!BoxesOverlap(segmentmins, segmentmaxs, leaf->mins, leaf->maxs))
-               return;
-#endif
-       switch(leaf->type)
-       {
-       case BIH_BRUSH:
-               brush = model->brush.data_brushes[leaf->itemindex].colbrushf;
-               Collision_TraceLineBrushFloat(trace, linestart, lineend, brush, brush);
-               break;
-       case BIH_COLLISIONTRIANGLE:
-               if (!mod_q3bsp_curves_collisions.integer)
-                       return;
-               e = model->brush.data_collisionelement3i + 3*leaf->itemindex;
-               texture = model->data_textures + leaf->textureindex;
-               Collision_TraceLineTriangleFloat(trace, linestart, lineend, model->brush.data_collisionvertex3f + e[0] * 3, model->brush.data_collisionvertex3f + e[1] * 3, model->brush.data_collisionvertex3f + e[2] * 3, texture->supercontents, texture->surfaceflags, texture);
-               break;
-       case BIH_RENDERTRIANGLE:
-               e = model->surfmesh.data_element3i + 3*leaf->itemindex;
-               texture = model->data_textures + leaf->textureindex;
-               Collision_TraceLineTriangleFloat(trace, linestart, lineend, model->surfmesh.data_vertex3f + e[0] * 3, model->surfmesh.data_vertex3f + e[1] * 3, model->surfmesh.data_vertex3f + e[2] * 3, texture->supercontents, texture->surfaceflags, texture);
-               break;
-       }
 }
 
 static void Mod_CollisionBIH_TraceBrush_RecursiveBIHNode(trace_t *trace, dp_model_t *model, int nodenum, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, const vec3_t segmentmins, const vec3_t segmentmaxs)
@@ -6384,7 +6336,7 @@ static void Mod_CollisionBIH_TraceBrush_RecursiveBIHNode(trace_t *trace, dp_mode
        const int *e;
        const texture_t *texture;
        int axis;
-       while (nodenum >= 0)
+       for(;;)
        {
                node = model->collision_bih.nodes + nodenum;
                if (node->type == BIH_UNORDERED)
@@ -6439,32 +6391,6 @@ static void Mod_CollisionBIH_TraceBrush_RecursiveBIHNode(trace_t *trace, dp_mode
                else
                        return; // trace falls between children
        }
-       if (!model->collision_bih.leafs)
-               return;
-       leaf = model->collision_bih.leafs + (-1-nodenum);
-#if 1
-       if (!BoxesOverlap(segmentmins, segmentmaxs, leaf->mins, leaf->maxs))
-               return;
-#endif
-       switch(leaf->type)
-       {
-       case BIH_BRUSH:
-               brush = model->brush.data_brushes[leaf->itemindex].colbrushf;
-               Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, brush, brush);
-               break;
-       case BIH_COLLISIONTRIANGLE:
-               if (!mod_q3bsp_curves_collisions.integer)
-                       return;
-               e = model->brush.data_collisionelement3i + 3*leaf->itemindex;
-               texture = model->data_textures + leaf->textureindex;
-               Collision_TraceBrushTriangleFloat(trace, thisbrush_start, thisbrush_end, model->brush.data_collisionvertex3f + e[0] * 3, model->brush.data_collisionvertex3f + e[1] * 3, model->brush.data_collisionvertex3f + e[2] * 3, texture->supercontents, texture->surfaceflags, texture);
-               break;
-       case BIH_RENDERTRIANGLE:
-               e = model->surfmesh.data_element3i + 3*leaf->itemindex;
-               texture = model->data_textures + leaf->textureindex;
-               Collision_TraceBrushTriangleFloat(trace, thisbrush_start, thisbrush_end, model->surfmesh.data_vertex3f + e[0] * 3, model->surfmesh.data_vertex3f + e[1] * 3, model->surfmesh.data_vertex3f + e[2] * 3, texture->supercontents, texture->surfaceflags, texture);
-               break;
-       }
 }
 
 void Mod_CollisionBIH_TracePoint(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
@@ -7143,7 +7069,7 @@ bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t
        temp_leafsortscratch = temp_leafsort + bihnumleafs;
 
        // now build it
-       BIH_Build(out, bihnumleafs, bihleafs, bihmaxnodes, bihnodes, temp_leafsort, temp_leafsortscratch, mod_collision_bih_childrengrouping.integer);
+       BIH_Build(out, bihnumleafs, bihleafs, bihmaxnodes, bihnodes, temp_leafsort, temp_leafsortscratch);
 
        // we're done with the temporary data
        Mem_Free(temp_leafsort);