continue;
/* general case */
- ClipWindingEpsilon( w, plane->normal, plane->dist, ON_EPSILON, &front, &back );
+ ClipWindingEpsilonStrict( w, plane->normal, plane->dist, ON_EPSILON, &front, &back ); /* strict; if plane is "almost identical" to face, both ways to continue can be wrong, so we better not fog it */
FreeWinding( w );
if( back == NULL )
/* set up fog */
fog = &mapFogs[ numMapFogs++ ];
- fog->si = ShaderInfoForShader( globalFog );
+ fog->si = ShaderInfoForShaderNull( globalFog );
if( fog->si == NULL )
Error( "Invalid shader \"%s\" referenced trying to add global fog", globalFog );
fog->brush = NULL;