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icon_project.png UFO: Alien Invasion / Closed Bug report #3086 func_door problems
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Battlescape
  • Targetted for
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  • Status
    Closed
  • Priority
    5. Important
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Description
[http://sourceforge.net/p/ufoai/bugs/3086 Item 3086] imported from sourceforge.net tracker on 2013-01-28 19:58:38

ShipIt is having some problems with func_door that I couldn't figure out when looking at the .map file.

http://ufoai.ninex.info/forum/index.php/topic,6373.msg49788.html#msg49788
===== Comments Ported from Sourceforge =====

====== tlh2000 (2012-01-04 22:17:55) ======

this looks like wrong origins for origin bmodels - i saw the same on estate, too
====== tlh2000 (2012-01-17 15:06:37) ======

anyone looked at this already? any news?

increased prio according to prio guidelines: An important feature doesn't work
====== tlh2000 (2012-01-17 15:26:57) ======


====== aduke1 (2012-01-20 01:43:35) ======

Those doors are in the very center (0,0) of the map.
It's probably related to the 'white pyramid bug'.
I suspect a missing shift vector.

This is certainly a regression, so a git bisect should help.
Unfortunately I can't do that here on my EeePc.
====== shipit (2012-01-23 20:24:01) ======

Maybe related, so I added some new information about func_door/origin brushes also causing weird lighting on maps here :

http://ufoai.ninex.info/forum/index.php/topic,6373.msg50457.html#msg50457
====== tlh2000 (2012-01-24 06:34:36) ======

assigned this to you sandro, because you know the lightmap calculation very well. if you have the time, please check the images shipit posted in the forum (linked below). maybe we can narrow it even more with your help. thanks.
====== tlh2000 (2012-01-29 10:08:43) ======

introduced in 50df5c80c72375a87c732e57221f7fd3d8d23aaa
====== tlh2000 (2012-01-29 10:48:27) ======

disabling this function call will only render the doors and other ents: R_AddBspRRef(bsp, vec3_origin, vec3_origin, qfalse);

you can see that the doors are in-place.

so i think that the doors are rendered twice - once with the origin vec3_origin and once with the correct origin
====== alextishin (2012-01-31 20:54:23) ======

It's a double rendering indeed. Problem is, bsp submodels' (doors) surfaces are added not only to the model's surface list, but to the world model surface list. Old code was circumventing this by a hack, but speed optimization removed that hack, resulting in doors rendered twice.

Will think of the way how to fix that with the minimal damage to the code.
====== alextishin (2012-02-02 15:09:40) ======

Should be fixed by a2ddcaf4859b89c311cfc5cad64d7fb125b72460
====== aduke1 (2012-09-19 22:36:44.297000) ======

- **status**: pending --> closed
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