mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-21 19:40:56 +00:00
a36b39a62b
trunk. Branch Rambetter-math-fix-experiments can be deleted now. git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@417 8a3a26a2-13c4-0310-b231-cf6edde360e5 |
||
---|---|---|
.. | ||
maps | ||
textures/radiant_regression_tests | ||
README.txt |
DESCRIPTION OF PROBLEM: ======================= The example map, maps/segmentation_fault.map, contains an example of this bug. q3map2 might segfault while compiling this map. This sort of thing might happen in certain intermediate versions of q3map2 while work is being done on fixing the math accuracy. The bug may not have happened in older version of q3map2, before the math accuracy issues were addressed. 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. Here is a description of the problem brush (brush #0): side 0: -z face side 1: +z face side 2: -y face side 3: +x face side 4: +y face side 5: -x face side 6: problem side "accidentally showed up" :-) Side 6 is actually a superfluous plane and will be NULL'ed out in the code. If the code does not handle a NULL'ed out winding correctly, it will segfault.