/* set up brush sides */
buildBrush->numsides = 5;
buildBrush->sides[ 0 ].shaderInfo = si;
- for ( j = 1; j < buildBrush->numsides; j++ )
- buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+ for ( j = 1; j < buildBrush->numsides; j++ ) {
+ if ( debugClip ) {
+ buildBrush->sides[ 0 ].shaderInfo = ShaderInfoForShader( "debugclip2" );
+ buildBrush->sides[ j ].shaderInfo = ShaderInfoForShader( "debugclip" );
+ }
+ else {
+ buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+ }
+ }
buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 2, &points[ 1 ] ); // pa contains points[1] and points[2]
/* note it */
Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
+ doingModelClip = qtrue;
+
/* get current brush entity targetname */
if ( e == entities ) {
targetName = "";
remap = remap2;
}
}
+
+ doingModelClip = qfalse;
}