DESCRIPTION OF PROBLEM: ======================= The example map, maps/disappearing_sliver3.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: ==================== More work has been done to BaseWindingForPlane() to make it more accurate. This function is in polylib.c. The changes to fix this regression test were committed in revision 377; however, those changes are not "good enough". IN-DEPTH DISCUSSION: ==================== This is the problem triangle: In ParseRawBrush() for brush 0 Side 0: (6144.000000 16122.000000 -2048.000000) (6144.000000 16083.000000 -2048.000000) (6784.000000 16241.000000 -2048.000000) Computed winding before fix: (6784.16406250 16241.04101562 -2048.00000000) (6144.00000000 16122.00976562 -2048.00000000) (6144.00000000 16083.00000000 -2048.00000000) Obviously the 6784.16406250 is beyond epsilon error. After revision 377: (6783.85937500 16240.96484375 -2048.00000000) (6144.00000000 16121.99218750 -2048.00000000) (6144.00000000 16083.00000000 -2048.00000000) Even though this fixes the regression test, the error in 6783.85937500 is still greater than epsilon (but fortunately in the opposite direction). So I don't consider this test case to be fixed quite yet.