decompile.cpp: don't do SplitDifferentTexturedPartsOfBrush on Q2
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@ -713,7 +713,14 @@ static std::string DecompileLeafTask(const mbsp_t *bsp, const leaf_decompile_tas
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// Next, for each plane in reducedPlanes, if there are 2+ faces on the plane with non-equal
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// texinfo, we need to clip the brush perpendicular to the face until there are no longer
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// 2+ faces on a plane with non-equal texinfo.
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auto finalBrushes = SplitDifferentTexturedPartsOfBrush(bsp, initialBrush);
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std::vector<decomp_brush_t> finalBrushes;
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if (bsp->loadversion->game->id == GAME_QUAKE_II) {
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// Q2 doesn't need this - we assume each brush in the brush lump corresponds to exactly one .map file brush
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// and so each side of the brush can only have 1 texture at this point.
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finalBrushes = {initialBrush};
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} else {
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finalBrushes = SplitDifferentTexturedPartsOfBrush(bsp, initialBrush);
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}
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fmt::memory_buffer file;
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for (const decomp_brush_t &brush : finalBrushes) {
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