]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
if a skyboxskinframe is missing, don't draw that sky surface (fixes crash if some...
[xonotic/darkplaces.git] / model_brush.c
index 0a68d6051a9aa02e4cf92358f032487f15390afa..d2fa8d488427fee4421c5674cdbe914d35900757 100644 (file)
@@ -2343,8 +2343,8 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                }
 
                // compile additional data about the surface geometry
-               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_normal3f, true);
-               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
+               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
                BoxFromPoints(surface->mins, surface->maxs, surface->num_vertices, (loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex));
 
                // generate surface extents information
@@ -3755,16 +3755,17 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
                }
                //mod->brushq1.num_visleafs = bm->visleafs;
 
+               // build a Bounding Interval Hierarchy for culling triangles in light rendering
+               Mod_MakeCollisionBIH(mod, true, &mod->render_bih);
+
                if (mod_q1bsp_polygoncollisions.integer)
                {
-                       Mod_MakeCollisionBIH(mod, true, &mod->collision_bih);
+                       mod->collision_bih = mod->render_bih;
                        // point traces and contents checks still use the bsp tree
                        mod->TraceLine = Mod_CollisionBIH_TraceLine;
                        mod->TraceBox = Mod_CollisionBIH_TraceBox;
                        mod->TraceBrush = Mod_CollisionBIH_TraceBrush;
                }
-               else
-                       Mod_MakeCollisionBIH(mod, true, &mod->render_bih);
 
                // generate VBOs and other shared data before cloning submodels
                if (i == 0)
@@ -5319,13 +5320,20 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                if(out->num_vertices && out->num_triangles)
                        continue;
                if(out->num_vertices == 0)
-                       Con_Printf("Mod_Q3BSP_LoadFaces: surface %d has no vertices, ignoring\n", i);
-               if(out->num_triangles == 0)
-                       Con_Printf("Mod_Q3BSP_LoadFaces: surface %d has no triangles, ignoring\n", i);
+               {
+                       Con_Printf("Mod_Q3BSP_LoadFaces: surface %d (texture %s) has no vertices, ignoring\n", i, out->texture ? out->texture->name : "(none)");
+                       if(out->num_triangles == 0)
+                               Con_Printf("Mod_Q3BSP_LoadFaces: surface %d (texture %s) has no triangles, ignoring\n", i, out->texture ? out->texture->name : "(none)");
+               }
+               else if(out->num_triangles == 0)
+                       Con_Printf("Mod_Q3BSP_LoadFaces: surface %d (texture %s, near %f %f %f) has no triangles, ignoring\n", i, out->texture ? out->texture->name : "(none)",
+                                       (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[0 * 3 + 0],
+                                       (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[1 * 3 + 0],
+                                       (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[2 * 3 + 0]);
        }
 
        // for per pixel lighting
-       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
 
        // generate ushort elements array if possible
        if (loadmodel->surfmesh.data_element3s)
@@ -7617,8 +7625,8 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
        // generate normals if the file did not have them
        if (!VectorLength2(loadmodel->surfmesh.data_normal3f))
-               Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
-       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+               Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
+       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
 
        // if this is a worldmodel and has no BSP tree, create a fake one for the purpose