diff --git a/tools/quake3/q3map2/convert_map.cpp b/tools/quake3/q3map2/convert_map.cpp index c6a5f4e1..ee730f8b 100644 --- a/tools/quake3/q3map2/convert_map.cpp +++ b/tools/quake3/q3map2/convert_map.cpp @@ -111,13 +111,14 @@ void GetBestSurfaceTriangleMatchForBrushside( side_t *buildSide, bspDrawVert_t * continue; } } - if ( abs( DotProduct( vert[0]->xyz, buildPlane->normal ) - buildPlane->dist ) >= distanceEpsilon ) { + // fixme? better distance epsilon + if ( abs( DotProduct( vert[0]->xyz, buildPlane->normal ) - buildPlane->dist ) > 1 ) { continue; } - if ( abs( DotProduct( vert[1]->xyz, buildPlane->normal ) - buildPlane->dist ) >= distanceEpsilon ) { + if ( abs( DotProduct( vert[1]->xyz, buildPlane->normal ) - buildPlane->dist ) > 1 ) { continue; } - if ( abs( DotProduct( vert[2]->xyz, buildPlane->normal ) - buildPlane->dist ) >= distanceEpsilon ) { + if ( abs( DotProduct( vert[2]->xyz, buildPlane->normal ) - buildPlane->dist ) > 1 ) { continue; } // Okay. Correct surface type, correct shader, correct plane. Let's start with the business...