decompile.cpp: don't do SplitDifferentTexturedPartsOfBrush on Q2

This commit is contained in:
Eric Wasylishen 2021-10-31 17:16:16 -06:00
parent d5497a675d
commit d766ceb77d
1 changed files with 8 additions and 1 deletions

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