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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
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18
regression_tests/q3map2/disappearing_sliver2/README.txt
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18
regression_tests/q3map2/disappearing_sliver2/README.txt
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DESCRIPTION OF PROBLEM:
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=======================
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The example map, maps/disappearing_sliver2.map, contains an example of this
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bug. The triangle sliver surface in the middle of the room is not rendered
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in the final BSP.
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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).
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// entity 0
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{
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"message" "Icy Fantasy by Rambetter"
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"classname" "worldspawn"
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// brush 0
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{
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( 6784 16241 -1722 ) ( 6144 16083 -1443 ) ( 6144 16122 -1424 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 134217728 0 0
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( 6784 16241 -1722 ) ( 6784 16241 -2048 ) ( 6144 16083 -1443 ) common/caulk 0 0 0 0.500000 0.500000 134217728 4 0
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( 6144 16083 -1443 ) ( 6144 16083 -2048 ) ( 6144 16122 -1424 ) common/caulk 0 0 0 0.500000 0.500000 134217728 4 0
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( 6144 16122 -1424 ) ( 6144 16122 -2048 ) ( 6784 16241 -1722 ) common/caulk 0 0 0 0.500000 0.500000 134217728 4 0
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( 6144 16122 -2048 ) ( 6144 16083 -2048 ) ( 6784 16241 -2048 ) common/caulk 0 0 0 0.500000 0.500000 134217728 4 0
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}
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// brush 1
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{
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( 6136 16424 168 ) ( 6136 15928 168 ) ( 6136 15928 -3544 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6112 16896 160 ) ( 6000 16896 160 ) ( 6000 16896 -3552 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6144 15936 160 ) ( 6144 16432 160 ) ( 6144 16432 -3552 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
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( 6032 15936 160 ) ( 6144 15936 160 ) ( 6144 15936 -3552 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6128 15936 -896 ) ( 6128 16432 -896 ) ( 6240 16432 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6160 16432 -2048 ) ( 6048 16432 -2048 ) ( 6048 15936 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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}
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// brush 2
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{
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( 6784 16672 -1296 ) ( 6784 16176 -1296 ) ( 6784 16176 -1776 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
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( 6144 16896 -1312 ) ( 6136 16896 -1312 ) ( 6136 16896 -1792 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6792 16160 -1296 ) ( 6792 16656 -1296 ) ( 6792 16656 -1776 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6136 15936 -1280 ) ( 6144 15936 -1280 ) ( 6144 15936 -1760 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6136 16192 -896 ) ( 6136 16688 -896 ) ( 6144 16688 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6144 16672 -2048 ) ( 6136 16672 -2048 ) ( 6136 16176 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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}
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// brush 3
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{
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( 6144 15936 -896 ) ( 6144 15880 -896 ) ( 6144 15880 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6784 15936 -896 ) ( 6144 15936 -896 ) ( 6144 15936 -2048 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
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( 6784 15880 -896 ) ( 6784 15936 -896 ) ( 6784 15936 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6144 15928 -896 ) ( 6784 15928 -896 ) ( 6784 15928 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6144 15880 -896 ) ( 6144 15936 -896 ) ( 6784 15936 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6784 15936 -2048 ) ( 6144 15936 -2048 ) ( 6144 15880 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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}
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// brush 4
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{
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( 6144 16960 -896 ) ( 6144 16896 -896 ) ( 6144 16896 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6784 16904 -896 ) ( 6144 16904 -896 ) ( 6144 16904 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6784 16896 -896 ) ( 6784 16960 -896 ) ( 6784 16960 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6144 16896 -896 ) ( 6784 16896 -896 ) ( 6784 16896 -2048 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
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( 6144 16896 -896 ) ( 6144 16960 -896 ) ( 6784 16960 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6784 16960 -2048 ) ( 6144 16960 -2048 ) ( 6144 16896 -2048 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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}
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// brush 5
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{
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( 6144 16896 -784 ) ( 6144 16536 -784 ) ( 6144 16536 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6784 16896 -784 ) ( 6144 16896 -784 ) ( 6144 16896 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6784 16536 -784 ) ( 6784 16896 -784 ) ( 6784 16896 -896 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6144 15936 -744 ) ( 6784 15936 -744 ) ( 6784 15936 -856 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6144 16552 -888 ) ( 6144 16912 -888 ) ( 6784 16912 -888 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6784 16896 -896 ) ( 6144 16896 -896 ) ( 6144 16536 -896 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
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}
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// brush 6
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{
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( 6144 16544 -2048 ) ( 6144 15936 -2048 ) ( 6144 15936 -2376 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6784 16896 -2048 ) ( 6144 16896 -2048 ) ( 6144 16896 -2376 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6784 15936 -2048 ) ( 6784 16544 -2048 ) ( 6784 16544 -2376 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6144 15936 -2048 ) ( 6784 15936 -2048 ) ( 6784 15936 -2376 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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( 6144 15936 -2048 ) ( 6144 16544 -2048 ) ( 6784 16544 -2048 ) radiant_regression_tests/tile 0 0 0 0.500000 0.500000 0 0 0
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( 6784 16584 -2056 ) ( 6144 16584 -2056 ) ( 6144 15976 -2056 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
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}
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}
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// entity 1
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{
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"classname" "info_player_deathmatch"
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"origin" "6432 16168 -1472"
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"angle" "180"
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}
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// entity 2
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{
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"classname" "light"
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"origin" "6440 16160 -1192"
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"light" "1000"
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}
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@ -5,8 +5,14 @@ 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.
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None yet. The problem is likely caused by sloppy math operations (significant
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loss of precision).
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