must be within an epsilon distance of the plane
*/
-int FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points ) // NOTE: this has a side effect on the normal. Good or bad?
+int FindFloatPlane( vec3_t innormal, vec_t dist, int numPoints, vec3_t *points ) // NOTE: this has a side effect on the normal. Good or bad?
#ifdef USE_HASHING
plane_t *p;
vec_t d;
vec3_t centerofweight;
+ vec3_t normal;
VectorClear(centerofweight);
for(i = 0; i < numPoints; ++i)
VectorMA(centerofweight, 1.0 / numPoints, points[i], centerofweight);
/* hash the plane */
+ VectorCopy(innormal, normal);
SnapPlane( normal, &dist, centerofweight );
hash = (PLANE_HASHES - 1) & (int) fabs( dist );
{
int i;
plane_t *p;
+ vec3_t normal;
vec3_t centerofweight;
for(i = 0; i < numPoints; ++i)
VectorMA(centerofweight, 1.0 / numPoints, points[i], centerofweight);
+ VectorCopy(innormal, normal);
SnapPlane( normal, &dist, centerofweight );
for( i = 0, p = mapplanes; i < nummapplanes; i++, p++ )
{