prevent division by zero, which spreads darkness during bounces
source of the problem is located somewhere else
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@ -792,6 +792,12 @@ static bool MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *
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return false;
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}
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/* this must not happen in the first place, but it does and spreads result of division by zero in MapSingleLuxel all over the map during -bounce */
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if( lm->vecs != NULL && plane[lm->axisNum] == 0 ){
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Sys_Warning( "plane[lm->axisNum] == 0\n" );
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return false;
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}
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/* check to see if we need to calculate texture->world tangent vectors */
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if ( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) ) {
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stv = stvStatic;
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