for( i = 0; i < dp->numPlanes; i++ )
{
/* chop winding by the plane */
- ClipWindingEpsilon( w, dp->planes[ i ], dp->planes[ i ][ 3 ], 0.0625f, &front, &back );
+ ClipWindingEpsilonStrict( w, dp->planes[ i ], dp->planes[ i ][ 3 ], 0.0625f, &front, &back ); /* strict, if identical plane we don't want to keep it */
FreeWinding( w );
/* lose the front fragment */
ds2->shaderInfo = dp->si;
ds2->fogNum = ds->fogNum; /* why was this -1? */
ds2->lightmapScale = ds->lightmapScale;
+ ds2->shadeAngleDegrees = ds->shadeAngleDegrees;
ds2->numVerts = w->numpoints;
ds2->verts = safe_malloc( ds2->numVerts * sizeof( *ds2->verts ) );
memset( ds2->verts, 0, ds2->numVerts * sizeof( *ds2->verts ) );