diff --git a/tools/qfbsp/source/solidbsp.c b/tools/qfbsp/source/solidbsp.c index 20a124d98..c4755d340 100644 --- a/tools/qfbsp/source/solidbsp.c +++ b/tools/qfbsp/source/solidbsp.c @@ -64,7 +64,7 @@ FaceSide (face_t *in, plane_t *split) frontcount = backcount = 0; // axial planes are fast - if (split->type < 3) + if (split->type < 3) { for (i = 0, p = inp->points[0] + split->type; i < inp->numpoints; i++, p += 3) { if (*p > split->dist + ON_EPSILON) { @@ -76,7 +76,8 @@ FaceSide (face_t *in, plane_t *split) return SIDE_ON; backcount = 1; } - } else + } + } else { // sloping planes take longer for (i = 0, p = inp->points[0]; i < inp->numpoints; i++, p += 3) { dot = DotProduct (p, split->normal); @@ -91,6 +92,7 @@ FaceSide (face_t *in, plane_t *split) backcount = 1; } } + } if (!frontcount) return SIDE_BACK; @@ -105,7 +107,7 @@ FaceSide (face_t *in, plane_t *split) The clipping hull BSP doesn't worry about avoiding splits */ -static surface_t * +static surface_t * ChooseMidPlaneFromList (surface_t *surfaces, vec3_t mins, vec3_t maxs) { int j, l;