--- /dev/null
+DESCRIPTION OF PROBLEM:
+=======================
+
+The example map, maps/disappearing_sliver.map, contains an example of this bug.
+There are 6 walls in the map, and one tall thin triangular sliver brush in the
+middle of the room (7 brushes total). Only one face of the sliver in the
+middle of the room is a draw surface. The bug is that this sliver surface is
+not rendered in the compiled BSP. Note that the sliver brush was hand-crafted
+to demonstrate the bug. If you re-save the map, Radiant might adjust the
+order in which the planes on the brush are defined, and this might, as a side
+effect, get rid of the immediate bug.
+
+To trigger the bug, compile the map; you don't need -vis or -light. Only
+-bsp (the first q3map2 stage) is necessary to trigger the bug. The only
+entities in the map are 2 lights and a single info_player_deathmatch, so the
+map will compile for any Q3 mod.
+
+
+SOLUTION TO PROBLEM:
+====================
+
+Several days were spent studying this problem in great detail.
+
+The fix for this problem was to make the outcome of the VectorNormalize()
+function libs/mathlib/mathlib.c more accurate. The previous code in this
+function looks something like this:
+
+ vec_t length, ilength; // vec_t is a typedef for 32 bit float.
+
+ /* Compute length */
+
+ ilength = 1.0f/length;
+ out[0] = in[0]*ilength;
+ out[1] = in[1]*ilength;
+ out[2] = in[2]*ilength;
+
+As you can see, we are introducing a lot of extra error into our normalized
+vector by multiplying by the reciprocal length instead of outright dividing
+by the length. The new fixed code looks like this:
+
+ out[0] = in[0]/length;
+ out[1] = in[1]/length;
+ out[2] = in[2]/length;
+
+And we get rid of the recpirocal length ilength altogether. Even the
+slightest math errors are magnified in successive calls to linear algebra
+functions.
+
+
+POSSIBLE SIDE EFFECTS:
+======================
+
+The only negative side effect is that compilation of a map might take longer
+due to an increased number of divide operations. (I'm actually not sure if
+that is indeed the case.) Another side effect might be that if you're used
+to a map being broken (missing triangles) or having "sparklies" between
+brushes, those might be gone now. :-)
+
+
+IN-DEPTH DISCUSSION:
+====================
+
+VectorNormalize() is used very frequently in Radiant and tools code. My goal
+for this fix was to make the least amount of code change but still be able to
+demonstrate a significant improvement in math accuracy (including a fix to
+the test case). At the same time don't risk that any other bugs pop up as a
+side effect of this change.
+
+Here is the sequence of calls (stack trace) that cause the example bug to
+happen:
+
+ main() in main.c -->
+ BSPMain() in bsp.c -->
+ LoadMapFile() in map.c -->
+ ParseMapEntity() in map.c -->
+ ParseBrush() in map.c -->
+ FinishBrush() in map.c -->
+ CreateBrushWindings() in brush.c -->
+ ChopWindingInPlace() in polylib.c
+
+What basically happens in this sequence of calls is that a brush is parsed
+out of the map file, "infinite" planes are created for each brush face, and
+then the planes are "intersected" to find the exact vertex topologies of each
+brush face. The vertex topology of the visible face of the sliver (in the
+example map) gets computed with a significant amount of math error. If we
+did our math with infinite precision, the sliver face would have the following
+vertices:
+
+ (67 -1022 0)
+ (88 -892 -768)
+ (134 -1015 0)
+
+In fact, if you open the map file (disappearing_sliver.map), you can actually
+see these exact points embedded in the third plane defined on brush 0.
+
+I managed to print out the actual computed vertices of the sliver face before
+and after this bug fix. Basically this is printed out after all the
+ChopWindingInPlace() calls in the above stack trace:
+
+ (66.984695 -1021.998657 0.000000)
+ (87.989571 -891.969116 -768.174316)
+ (133.998917 -1014.997314 0.000000)
+
+(If you want to print this out for yourself, print out the coordinates of the
+winding_t "w" parameter right after the ChopWindingInPlace() call in
+CreateBrushWindings() in brush.c.)
+
+The same vertices after the bugfix have the following coordinates:
+
+ (67.000229 -1021.998657 0.000000)
+ (88.000175 -891.999146 -767.997437)
+ (133.999146 -1014.998779 0.000000)
+
+As you can see, the vertices after the fix are substantially more accurate,
+and all it took was an improvement to VectorNormalize().
+
+The problem before the fix was the Z coordinate of the second point, namely
+-768.174316. There is a lot of "snap to nearest 1/8 unit" and "epsilon 0.1"
+code used throughout q3map2. 0.174 is greater than the 0.1 epsilon, and that
+is the problem.
+
+ main() in main.c -->
+ BSPMain() in bsp.c -->
+ ProcessModels() in bsp.c -->
+ ProcessWorldModel() in bsp.c -->
+ ClipSidesIntoTree() in surface.c -->
+ ClipSideIntoTree_r() in surface.c -->
+ ClipWindingEpsilon() in polylib.c
+
+Now what ClipWindingEpsilon() does is, since -768.174316 reaches below the
+plane z = -768 (and over the 0.1 epsilon), it clips the winding_t and creates
+two points where there used to be only one.
+
+ main() in main.c -->
+ BSPMain() in bsp.c -->
+ ProcessModels() in bsp.c -->
+ ProcessWorldModel() in bsp.c
+ FixTJunctions() in tjunction.c
+ FixBrokenSurface() in tjunction.c
+
+FixBrokenSurface() realizes that there are two points very close together
+(in our case, since they were "snapped", the are coincident in fact).
+Therefore it reports the surface to be broken. The drawable surface is
+deleted as a result.
+
+
+RELATED BUGS:
+=============
+
+A lot of the math operations in the Radiant codebase cut corners like this
+example demonstrates. There is a lot more code like this that can be
+improved upon. In fact, it may make sense to use 64 bit floating points in
+some important math operations (and then convert back to 32 bit for the return
+values). Plans are to look at similar code and improve it.
+
+The following "issue" was discovered while doing research for this bug.
+If FixBrokenSurface() sees two points very close together, it attempts to
+partially fix the problem (the code is not complete) and then returns false,
+which means that the surface is broken and should not be used. So in fact
+it attempts to fix the problem partially but none of the fixes are used.
+It seems that FixBrokenSurface() should be fixed to completely fix the case
+where there are two close points, and should report the surface as fixed.
+This might be a destabilizing change however, so if this is indeed fixed, it
+may make sense to activate the fix only if a certain flag is set.
--- /dev/null
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+{
+"light" "3000"
+"origin" "0 -768 -480"
+"classname" "light"
+}
+{
+"angle" "270"
+"origin" "0 -712 -640"
+"classname" "info_player_deathmatch"
+}
+{
+"classname" "light"
+"origin" "0 -832 160"
+"light" "3000"
+}