light: fix crash in "Bad texture axes on face:" error. Print more detailed face info.
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@ -264,6 +264,9 @@ FaceCentroid(const bsp2_dface_t *face, const bsp2_t *bsp, vec3_t out)
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VectorScale(poly_centroid, 1.0 / poly_area, out);
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}
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static void
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PrintFaceInfo(const bsp2_dface_t *face, const bsp2_t *bsp);
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/*
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* ================
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* CreateFaceTransform
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@ -292,10 +295,9 @@ CreateFaceTransform(const bsp2_dface_t *face, const bsp2_t *bsp,
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/* Decompose the matrix. If we can't, texture axes are invalid. */
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if (!PMatrix3_LU_Decompose(transform)) {
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const vec_t *p = bsp->dvertexes[bsp->dedges[face->firstedge].v[0]].point;
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Error("Bad texture axes on face:\n"
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" face point at (%s)\n"
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" face area = %5.3f\n", VecStr(p), FaceArea(face, bsp));
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logprint("Bad texture axes on face:\n");
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PrintFaceInfo(face, bsp);
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Error("");
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}
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}
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@ -339,7 +341,6 @@ WorldToTexCoord(const vec3_t world, const texinfo_t *tex, vec_t coord[2])
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tex->vecs[i][3];
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}
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#if 0
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/* Debug helper - move elsewhere? */
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static void
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PrintFaceInfo(const bsp2_dface_t *face, const bsp2_t *bsp)
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@ -366,7 +367,6 @@ PrintFaceInfo(const bsp2_dface_t *face, const bsp2_t *bsp)
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point[0], point[1], point[2], edge);
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}
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}
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#endif
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/*
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* ================
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