fix texture projection decompilation
in C this check was equal to abs((int)dist) >= distanceEpsilon comparing float dist to distanceEpsilon is not sufficient, as points are not precise enough, plus they are snapped
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@ -111,13 +111,14 @@ void GetBestSurfaceTriangleMatchForBrushside( side_t *buildSide, bspDrawVert_t *
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continue;
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}
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}
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if ( abs( DotProduct( vert[0]->xyz, buildPlane->normal ) - buildPlane->dist ) >= distanceEpsilon ) {
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// fixme? better distance epsilon
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if ( abs( DotProduct( vert[0]->xyz, buildPlane->normal ) - buildPlane->dist ) > 1 ) {
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continue;
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}
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if ( abs( DotProduct( vert[1]->xyz, buildPlane->normal ) - buildPlane->dist ) >= distanceEpsilon ) {
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if ( abs( DotProduct( vert[1]->xyz, buildPlane->normal ) - buildPlane->dist ) > 1 ) {
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continue;
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}
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if ( abs( DotProduct( vert[2]->xyz, buildPlane->normal ) - buildPlane->dist ) >= distanceEpsilon ) {
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if ( abs( DotProduct( vert[2]->xyz, buildPlane->normal ) - buildPlane->dist ) > 1 ) {
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continue;
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}
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// Okay. Correct surface type, correct shader, correct plane. Let's start with the business...
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