VectorSubtract(org, vright, w->points[3]);
VectorSubtract(w->points[3], vup, w->points[3]);
+#if 0
+ {
+ double n[3];
+ TriangleNormal(w->points[0], w->points[1], w->points[2], n);
+ VectorNormalize(n);
+ if (fabs(DotProduct(n, normal) - 1) > 0.01f)
+ Con_Printf("%.0f %.0f %.0f (%.0f %.0f %.0f, %.0f %.0f %.0f) != %.0f %.0f %.0f (%.0f %.0f %.0f, %.0f %.0f %.0f, %.0f %.0f %.0f, %.0f %.0f %.0f)\n", normal[0], normal[1], normal[2], vright[0], vright[1], vright[2], vup[0], vup[1], vup[2], n[0], n[1], n[2], w->points[0][0], w->points[0][1], w->points[0][2], w->points[1][0], w->points[1][1], w->points[1][2], w->points[2][0], w->points[2][1], w->points[2][2], w->points[3][0], w->points[3][1], w->points[3][2]);
+ }
+#endif
+
w->numpoints = 4;
return w;