void transform(const Matrix4& matrix, bool mirror)
{
if(g_brush_texturelock_enabled)
- {
Texdef_transformLocked(m_texdefTransformed, m_shader.width(), m_shader.height(), m_plane.plane3(), matrix);
- }
m_planeTransformed.transform(matrix, mirror);
/// \brief Returns true if 'self' takes priority when building brush b-rep.
-inline bool plane3_inside(const Plane3& self, const Plane3& other)
+inline bool plane3_inside(const Plane3& self, const Plane3& other, bool selfIsLater)
{
if(vector3_equal_epsilon(self.normal(), other.normal(), 0.001))
{
+ // same plane? prefer the one with smaller index
+ if(self.dist() == other.dist())
+ return selfIsLater;
return self.dist() < other.dist();
}
return true;
if(m_type == eBrushTypeQuake3BP || m_type == eBrushTypeDoom3 || m_type == eBrushTypeQuake4)
{
g_bp_globals.m_texdefTypeId = TEXDEFTYPEID_BRUSHPRIMITIVES;
- g_brush_texturelock_enabled = true;
+ // g_brush_texturelock_enabled = true; // bad idea, this overrides user setting
}
else if(m_type == eBrushTypeHalfLife)
{
g_bp_globals.m_texdefTypeId = TEXDEFTYPEID_HALFLIFE;
- g_brush_texturelock_enabled = true;
+ // g_brush_texturelock_enabled = true; // bad idea, this overrides user setting
}
Face::m_quantise = (m_type == eBrushTypeQuake) ? quantiseInteger : quantiseFloating;
// duplicate plane
for(std::size_t i = 0; i < m_faces.size(); ++i)
{
- if(index != i && !plane3_inside(m_faces[index]->plane3(), m_faces[i]->plane3()))
+ if(index != i && !plane3_inside(m_faces[index]->plane3(), m_faces[i]->plane3(), index < i))
{
return false;
}