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Works around a precision bug that would cause the sloped floor in the E1L1 bathroom vent to have a wrong normal matrix.
git-svn-id: https://svn.eduke32.com/eduke32@1310 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -2404,7 +2404,7 @@ static void polymer_buffertoplane(GLfloat* buffer, GLushort* indices, in
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norm = plane[0] * plane[0] + plane[1] * plane[1] + plane[2] * plane[2];
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norm = plane[0] * plane[0] + plane[1] * plane[1] + plane[2] * plane[2];
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if (norm >= 5000) // hack to work around a precision issue with slopes
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if (norm >= 15000) // hack to work around a precision issue with slopes
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{
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{
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// normalize the normal/plane equation and calculate its plane norm
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// normalize the normal/plane equation and calculate its plane norm
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norm = -sqrt(norm);
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norm = -sqrt(norm);
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