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- fixed some remaining triangulation issues.
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1 changed files with 3 additions and 1 deletions
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@ -259,7 +259,7 @@ bool SectorGeometry::MakeVertices(unsigned int secnum, int plane, const FVector2
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}
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}
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polygon.resize(polygon.size() + 1);
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polygon.resize(polygon.size() + 1);
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curPoly = &polygon.back();
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curPoly = &polygon.back();
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assert(start == s);
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if (start != s) return false; // means the sector is badly defined. RRRA'S E1L3 triggers this.
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}
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}
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}
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}
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// Now make sure that the outer boundary is the first polygon by picking a point that's as much to the outside as possible.
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// Now make sure that the outer boundary is the first polygon by picking a point that's as much to the outside as possible.
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@ -369,6 +369,8 @@ bool SectorGeometry::MakeVertices2(unsigned int secnum, int plane, const FVector
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// Now turn the generated subsectors into triangle meshes
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// Now turn the generated subsectors into triangle meshes
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auto& entry = data[secnum].planes[plane];
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auto& entry = data[secnum].planes[plane];
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entry.vertices.Clear();
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entry.texcoords.Clear();
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int fz = sect->floorz, cz = sect->ceilingz;
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int fz = sect->floorz, cz = sect->ceilingz;
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sect->floorz = sect->ceilingz = 0;
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sect->floorz = sect->ceilingz = 0;
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