Fixed small problem with the neighbour setup

Fixed crash when there were very few surfaces in the map
This commit is contained in:
cholleme 2003-03-02 20:28:06 +00:00
parent 8d5dcf2d1c
commit c6879a9027

View file

@ -269,7 +269,7 @@ void findNeighbourForEdge(glpoly_t *poly, int neighindex) {
eindex = poly->neighbours[neighindex].p1;
eindex2 = poly->neighbours[neighindex].p2;
if (poly->neighbours[eindex].n != NULL) return;
if (poly->neighbours[neighindex].n != NULL) return;
for (i=0; i<loadmodel->numsurfaces; i++) {
p = loadmodel->surfaces[i].polys;
@ -283,8 +283,7 @@ void findNeighbourForEdge(glpoly_t *poly, int neighindex) {
np2 = p->neighbours[j].p2;
if ((vertexEqual(&tempVertices[np1],&tempVertices[eindex])
&& vertexEqual(&tempVertices[np2],&tempVertices[eindex2])
)
&& vertexEqual(&tempVertices[np2],&tempVertices[eindex2]))
||
(vertexEqual(&tempVertices[np2],&tempVertices[eindex])
&& vertexEqual(&tempVertices[np1],&tempVertices[eindex2])))
@ -673,6 +672,8 @@ void ModQ3_SetupFaces (void)
char cache[MAX_QPATH], fullpath[MAX_OSPATH];
int mod = loadmodel->numsurfaces / 10;
int progress = 0;
if (mod < 1) mod = 1;
numnaughty = 0;
numnormal = 0;
noneighbour = 0;