Adding disappearing_sliver2 q3map2 regression test. No fix yet (will be soon).

git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@366 8a3a26a2-13c4-0310-b231-cf6edde360e5
This commit is contained in:
rambetter 2010-12-27 23:30:56 +00:00
parent 91624ec4de
commit 929d20d522
4 changed files with 104 additions and 1 deletions

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@ -0,0 +1,18 @@
DESCRIPTION OF PROBLEM:
=======================
The example map, maps/disappearing_sliver2.map, contains an example of this
bug. The triangle sliver surface in the middle of the room is not rendered
in the final BSP.
To trigger the bug, compile the map; you don't need -vis or -light. Only
-bsp (the first q3map2 stage) is necessary to trigger the bug. The only
entities in the map are a light and a info_player_deathmatch, so the map will
compile for any Q3 mod.
SOLUTION TO PROBLEM:
====================
None yet. The problem is likely caused by sloppy math operations (significant
loss of precision).

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@ -0,0 +1,79 @@
// entity 0
{
"message" "Icy Fantasy by Rambetter"
"classname" "worldspawn"
// brush 0
{
( 6784 16241 -1722 ) ( 6144 16083 -1443 ) ( 6144 16122 -1424 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 134217728 0 0
( 6784 16241 -1722 ) ( 6784 16241 -2048 ) ( 6144 16083 -1443 ) common/caulk 0 0 0 0.500000 0.500000 134217728 4 0
( 6144 16083 -1443 ) ( 6144 16083 -2048 ) ( 6144 16122 -1424 ) common/caulk 0 0 0 0.500000 0.500000 134217728 4 0
( 6144 16122 -1424 ) ( 6144 16122 -2048 ) ( 6784 16241 -1722 ) common/caulk 0 0 0 0.500000 0.500000 134217728 4 0
( 6144 16122 -2048 ) ( 6144 16083 -2048 ) ( 6784 16241 -2048 ) common/caulk 0 0 0 0.500000 0.500000 134217728 4 0
}
// brush 1
{
( 6136 16424 168 ) ( 6136 15928 168 ) ( 6136 15928 -3544 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6112 16896 160 ) ( 6000 16896 160 ) ( 6000 16896 -3552 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6144 15936 160 ) ( 6144 16432 160 ) ( 6144 16432 -3552 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
( 6032 15936 160 ) ( 6144 15936 160 ) ( 6144 15936 -3552 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6128 15936 -896 ) ( 6128 16432 -896 ) ( 6240 16432 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6160 16432 -2048 ) ( 6048 16432 -2048 ) ( 6048 15936 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 2
{
( 6784 16672 -1296 ) ( 6784 16176 -1296 ) ( 6784 16176 -1776 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
( 6144 16896 -1312 ) ( 6136 16896 -1312 ) ( 6136 16896 -1792 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6792 16160 -1296 ) ( 6792 16656 -1296 ) ( 6792 16656 -1776 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6136 15936 -1280 ) ( 6144 15936 -1280 ) ( 6144 15936 -1760 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6136 16192 -896 ) ( 6136 16688 -896 ) ( 6144 16688 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6144 16672 -2048 ) ( 6136 16672 -2048 ) ( 6136 16176 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 3
{
( 6144 15936 -896 ) ( 6144 15880 -896 ) ( 6144 15880 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6784 15936 -896 ) ( 6144 15936 -896 ) ( 6144 15936 -2048 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
( 6784 15880 -896 ) ( 6784 15936 -896 ) ( 6784 15936 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6144 15928 -896 ) ( 6784 15928 -896 ) ( 6784 15928 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6144 15880 -896 ) ( 6144 15936 -896 ) ( 6784 15936 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6784 15936 -2048 ) ( 6144 15936 -2048 ) ( 6144 15880 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 4
{
( 6144 16960 -896 ) ( 6144 16896 -896 ) ( 6144 16896 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6784 16904 -896 ) ( 6144 16904 -896 ) ( 6144 16904 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6784 16896 -896 ) ( 6784 16960 -896 ) ( 6784 16960 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6144 16896 -896 ) ( 6784 16896 -896 ) ( 6784 16896 -2048 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
( 6144 16896 -896 ) ( 6144 16960 -896 ) ( 6784 16960 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6784 16960 -2048 ) ( 6144 16960 -2048 ) ( 6144 16896 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 5
{
( 6144 16896 -784 ) ( 6144 16536 -784 ) ( 6144 16536 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6784 16896 -784 ) ( 6144 16896 -784 ) ( 6144 16896 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6784 16536 -784 ) ( 6784 16896 -784 ) ( 6784 16896 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6144 15936 -744 ) ( 6784 15936 -744 ) ( 6784 15936 -856 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6144 16552 -888 ) ( 6144 16912 -888 ) ( 6784 16912 -888 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6784 16896 -896 ) ( 6144 16896 -896 ) ( 6144 16536 -896 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
}
// brush 6
{
( 6144 16544 -2048 ) ( 6144 15936 -2048 ) ( 6144 15936 -2376 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6784 16896 -2048 ) ( 6144 16896 -2048 ) ( 6144 16896 -2376 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6784 15936 -2048 ) ( 6784 16544 -2048 ) ( 6784 16544 -2376 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6144 15936 -2048 ) ( 6784 15936 -2048 ) ( 6784 15936 -2376 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 6144 15936 -2048 ) ( 6144 16544 -2048 ) ( 6784 16544 -2048 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
( 6784 16584 -2056 ) ( 6144 16584 -2056 ) ( 6144 15976 -2056 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
}
// entity 1
{
"classname" "info_player_deathmatch"
"origin" "6432 16168 -1472"
"angle" "180"
}
// entity 2
{
"classname" "light"
"origin" "6440 16160 -1192"
"light" "1000"
}

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@ -5,8 +5,14 @@ The example map, maps/sparkly_seam.map, contains two triangular brushes near
the side of the room. The seam between these two brushes "sparkles" even the side of the room. The seam between these two brushes "sparkles" even
though the endpoints of the edges are exactly the same. though the endpoints of the edges are exactly the same.
To trigger the bug, compile the map; you don't need -vis or -light. Only
-bsp (the first q3map2 stage) is necessary to trigger the bug. The only
entities in the map are a light and a info_player_deathmatch, so the map will
compile for any Q3 mod.
SOLUTION TO PROBLEM: SOLUTION TO PROBLEM:
==================== ====================
None yet. None yet. The problem is likely caused by sloppy math operations (significant
loss of precision).