diff --git a/tools/quake3/q3map2/map.c b/tools/quake3/q3map2/map.c index 56d579b5..4c1963bc 100644 --- a/tools/quake3/q3map2/map.c +++ b/tools/quake3/q3map2/map.c @@ -247,13 +247,7 @@ void SnapPlane( vec3_t normal, vec_t *dist, vec3_t center ){ SnapPlane reenabled by namespace because of multiple reports of q3map2-crashes which were triggered by this patch. */ - // div0: ensure the point "center" stays on the plane (actually, this - // rotates the plane around the point center). - // if center lies on the plane, it is guaranteed to stay on the plane by - // this fix. - vec_t centerDist = DotProduct( normal, center ); SnapNormal( normal ); - *dist += ( DotProduct( normal, center ) - centerDist ); // TODO: Rambetter has some serious comments here as well. First off, // in the case where a normal is non-axial, there is nothing special @@ -329,16 +323,11 @@ int FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points ) / int i, j, hash, h; plane_t *p; vec_t d; - vec3_t centerofweight; - - VectorClear( centerofweight ); - for ( i = 0; i < numPoints; ++i ) - VectorMA( centerofweight, 1.0 / numPoints, points[i], centerofweight ); #if Q3MAP2_EXPERIMENTAL_SNAP_PLANE_FIX SnapPlaneImproved( normal, &dist, numPoints, (const vec3_t *) points ); #else - SnapPlane( normal, &dist, centerofweight ); + SnapPlane( normal, &dist ); #endif /* hash the plane */ hash = ( PLANE_HASHES - 1 ) & (int) fabs( dist ); @@ -392,13 +381,7 @@ int FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points ) / #if Q3MAP2_EXPERIMENTAL_SNAP_PLANE_FIX SnapPlaneImproved( normal, &dist, numPoints, (const vec3_t *) points ); #else - vec3_t centerofweight; - - VectorClear( centerofweight ); - for ( i = 0; i < numPoints; ++i ) - VectorMA( centerofweight, 1.0 / numPoints, points[i], centerofweight ); - - SnapPlane( normal, &dist, centerofweight ); + SnapPlane( normal, &dist ); #endif for ( i = 0, p = mapplanes; i < nummapplanes; i++, p++ ) {