Simplify the code by removing the if (colored) conditionals from the
code path. CPU cost is insignificant compared to tracing the rays.
As before, only write the lit file if colored lights are detected or
the use explicity requests it.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Normally we build a fast, unoptimized bsp tree for the world before
culling outside surfaces. This command line switch forces the use of
the more expensive algorithm for this processing stage. Seems to have
a positive effect on the final BSP in terms of reduced marksurfaces
and smaller file size, at the expense of longer processing time.
Marked experimental for now, as it may be removed later (either by
making this behaviour the default or removing it altogether).
Credit to Rebb from func_msgboard for implementing this tweak first in
his qbsp util.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Explicitly pass the face list around to be added to as needed instead
of implicit reference to the global 'newlist'.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Remove the global static buffer and allocate the superface when
processing tjuncs. Also check that we are not overflowing the buffer
before adding more vertices - probably something went wrong if this
ever overflows, so better to crash with a definite error than scribble
random memory.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
The way wedge_t and wvert_t were hashed and compared was resulting in
FixFaceEdges being able to get stuck in a loop adding verticies to a face
if two consecutive verticies were very close to EQUAL_EPSILON apart.
Avoid these problems by tweaking T_EPSILON to be slightly wider than
EQUAL_EPSILON.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Took me some time to work out what this was all representing and that t
was the parameter to the parametric equations of the edge's line in 3-d
space. May as well make it easier for others and my future self.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
No functional changes, just making the previous cleanup more consistent.
Pointer is non-const now, but no matter.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Mainly tidy up long lines and rename dir/test variables to edgevec[2]
since these are the edge vectors we are testing the angles between.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Since 'w' is commonly used for a winding variable, this makes the code
harder to read. Use the name 'edge' instead for these tjunc local types.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Make CheckStack return an error code if we have recursed and print
some information about the offending leaf/portals before continuing.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
If brushes in the map are textured with alt-animations, and the second
character (i.e. the 'a' in +abutton) is lower case then we have the
lowercase texture name in the miptex list, but when we add alt textures we
use the uppercase, so it gets duplicated. Duplicated animating textures
cause most engines to exit with an error.
Since the map file could use uppercase texture names as well, really we
should either be normalizing texture names to upper or lower case, or we
need to do case-insensitive matching - so I just changed to
case-insensitive matching.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Also do a quick sweep of the source and consistently use %d instead of
%i (no real difference, but just pick one).
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Not too intrusive, since the Message() layer still acts as a shim
here. Most of the changes are for the Makefile. Qbsp now links to
the threading code as a result, but no thread support... yet!
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Qbsp now uses exactly the same Error() function spec, so just hack
around clashes in the cmdlib.h header for now by defining Error()
locally and removing the cmdlib.h include.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
The only thing used by log.c was the qboolean definition, so just use
stdbool internally instead.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Carry over some correctness fixes from recent changes to vis into the
qbsp versions of ClipWinding and make the implementations more
consistent overall.
Most importantly:
* Ensure we always have allocated one extra dists/sides slot for wrap around
* Check we have space for a new vertex every time we try to add one
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>