int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node ){
int i, refs = 0;
- plane_t *p1, *p2;
- vec4_t plane1, plane2;
+ plane_t *p1;
+ vec4_t plane1;
winding_t *fat, *front, *back;
shaderInfo_t *si;
/* check if surface is planar */
if ( ds->planeNum >= 0 ) {
+ #if 0
+ plane_t *p2;
+ vec4_t plane2;
+
/* get surface plane */
p2 = &mapplanes[ ds->planeNum ];
VectorCopy( p2->normal, plane2 );
plane2[ 3 ] = p2->dist;
- #if 0
/* div0: this is the plague (inaccurate) */
vec4_t reverse;
return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
}
#else
- (void) plane2;
/* div0: this is the cholera (doesn't hit enough) */
/* the drawsurf might have an associated plane, if so, force a filter here */