+ // problem: q2bsp brushes have contents but not a texture
+ // problem: q2bsp brushsides *may* have a texture or may not
+ // problem: all brushsides and brushes must have a texture for trace_hittexture functionality to work, and the collision code is engineered around this assumption
+ // solution: nasty hacks
+ brushmissingtextures = false;
+ out->texture = NULL;
+ for (j = 0; j < out->numbrushsides; j++)
+ {
+ if (out->firstbrushside[j].texture == &mod_q1bsp_texture_solid)
+ brushmissingtextures = true;
+ else
+ {
+ // if we can find a matching texture on a brush side we can use it instead of creating one
+ if (out->firstbrushside[j].texture->supercontents == supercontents)
+ out->texture = out->firstbrushside[j].texture;
+ }
+ }
+ if (brushmissingtextures || out->texture == NULL)
+ {
+ numbrushesmissingtextures++;
+ // if we didn't find any appropriate texture (matching contents), we'll have to create one
+ // we could search earlier ones for a matching one but that can be slow
+ if (out->texture == NULL)
+ {
+ texture_t *validtexture;
+ validtexture = (texture_t *)Mem_Alloc(loadmodel->mempool, sizeof(texture_t));
+ dpsnprintf(validtexture->name, sizeof(validtexture->name), "brushcollision%i", numcreatedtextures);
+ validtexture->surfaceflags = 0;
+ validtexture->supercontents = supercontents;
+ numcreatedtextures++;
+ out->texture = validtexture;
+ }
+ // out->texture now contains a texture with appropriate contents, copy onto any missing sides
+ for (j = 0; j < out->numbrushsides; j++)
+ if (out->firstbrushside[j].texture == &mod_q1bsp_texture_solid)
+ out->firstbrushside[j].texture = out->texture;
+ }
+
+ // make a colbrush from the brush
+ q3surfaceflags = 0;