ClipWindingEpsilon
=============
*/
-void ClipWindingEpsilon (winding_t *in, vec3_t normal, vec_t dist,
+void ClipWindingEpsilonStrict (winding_t *in, vec3_t normal, vec_t dist,
vec_t epsilon, winding_t **front, winding_t **back)
{
vec_t dists[MAX_POINTS_ON_WINDING+4];
*front = *back = NULL;
+ if (!counts[0] && !counts[1])
+ {
+ return;
+ }
if (!counts[0])
{
*back = CopyWinding (in);
Error ("ClipWinding: MAX_POINTS_ON_WINDING");
}
+void ClipWindingEpsilon (winding_t *in, vec3_t normal, vec_t dist,
+ vec_t epsilon, winding_t **front, winding_t **back)
+{
+ ClipWindingEpsilonStrict(in, normal, dist, epsilon, front, back);
+ /* apparently most code expects that in the winding-on-plane case, the back winding is the original winding */
+ if(!*front && !*back)
+ *back = CopyWinding(in);
+}
+
/*
=============
void WindingCenter (winding_t *w, vec3_t center);
void ClipWindingEpsilon (winding_t *in, vec3_t normal, vec_t dist,
vec_t epsilon, winding_t **front, winding_t **back);
+void ClipWindingEpsilonStrict (winding_t *in, vec3_t normal, vec_t dist,
+ vec_t epsilon, winding_t **front, winding_t **back);
winding_t *ChopWinding (winding_t *in, vec3_t normal, vec_t dist);
winding_t *CopyWinding (winding_t *w);
winding_t *ReverseWinding (winding_t *w);
si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f) )
{
+ static qboolean warned = qfalse;
+ if(!warned)
+ {
+ Sys_Printf( "WARNING: this map uses the deformVertexes move hack\n" );
+ warned = qtrue;
+ }
+
/* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
/* note this winding is completely invalid (concave, nonplanar, etc) */
fat = AllocWinding( w->numpoints * 3 + 3 );
VectorCopy( p2->normal, plane2 );
plane2[ 3 ] = p2->dist;
- #if 1
+ #if 0
+ /* div0: this is the plague (inaccurate) */
+
/* invert surface plane */
VectorSubtract( vec3_origin, plane2, reverse );
reverse[ 3 ] = -plane2[ 3 ];
if( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f )
return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
#else
+ /* div0: this is the cholera (doesn't hit enough) */
+
/* the drawsurf might have an associated plane, if so, force a filter here */
if( ds->planeNum == node->planenum )
return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
}
/* clip the winding by this plane */
- ClipWindingEpsilon( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back );
+ ClipWindingEpsilonStrict( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back );
/* filter by this plane */
refs = 0;
+ if( front == NULL && back == NULL )
+ {
+ /* same plane, this is an ugly hack */
+ /* but better too many than too few refs */
+ refs += FilterWindingIntoTree_r( CopyWinding(w), ds, node->children[ 0 ] );
+ refs += FilterWindingIntoTree_r( CopyWinding(w), ds, node->children[ 1 ] );
+ }
if( front != NULL )
refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );
if( back != NULL )