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f487ea7c54
be fixed for good until I look at the last bit of code that has not been examined yet, which is the plane intersection code. I want the errors to be much less than they are now, even though the disappearing_sliver* tests are now working. git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@378 8a3a26a2-13c4-0310-b231-cf6edde360e5
21 lines
915 B
Text
21 lines
915 B
Text
DESCRIPTION OF PROBLEM:
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=======================
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The example map, maps/sparkly_seam.map, contains two triangular brushes near
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the side of the room. The seam between these two brushes "sparkles" even
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though the endpoints of the edges are exactly the same.
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To trigger the bug, compile the map; you don't need -vis or -light. Only
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-bsp (the first q3map2 stage) is necessary to trigger the bug. The only
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entities in the map are a light and a info_player_deathmatch, so the map will
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compile for any Q3 mod.
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SOLUTION TO PROBLEM:
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====================
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None yet. The problem is likely caused by sloppy math operations (significant
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loss of precision). This bug pops in and out of existence with every other
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commit at the moment. The problem is likely caused by the operations in the
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brush winding computation (where the planes are intersected with each other).
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I have not gotten around to addressing that code yet.
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