From 9894c0b00d705559c04870dace947c521a5d2a2b Mon Sep 17 00:00:00 2001 From: Eric Wasylishen Date: Wed, 13 Aug 2014 06:40:07 +0000 Subject: [PATCH] Raise MAX_ENT_LEAFS from 16 to 32, fixes disappearing/flickering bmodels in some situations. In particular fixes an elevator in fort_driant-fullvis.bsp, and a grate (func_door) in jam1_ionous.bsp. From what I understand, if an entity touches more than MAX_ENT_LEAFS, it will only be visible if the player happens to be standing in one of the first 'MAX_ENT_LEAFS' (so essentially random). See discussion of MAX_ENT_LEAFS here: http://celephais.net/board/view_thread.php?id=60310 For more detail (mh has an alternate fix, used in DirectQ/RMQEngine, haven't looked in to what he did): http://forums.inside3d.com/viewtopic.php?t=2376&postdays=0&postorder=asc&start=23 git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@967 af15c1b1-3010-417e-b628-4374ebc0bcbd --- Quake/progs.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Quake/progs.h b/Quake/progs.h index 12dc17cf..5cdca776 100644 --- a/Quake/progs.h +++ b/Quake/progs.h @@ -35,7 +35,7 @@ typedef union eval_s int edict; } eval_t; -#define MAX_ENT_LEAFS 16 +#define MAX_ENT_LEAFS 32 typedef struct edict_s { qboolean free;