dmap fixes - #41
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Closes the 205→186 shadowModel and 40.7→21.0 MB gap that was producing
specular rainbow and dancing shadow artifacts in feedingtowerd.
Verified via Ghidra + gdb reference captures, A/B BSP vertex bit
comparison, and shadowModel set diffs against commercial 1.2 and 1.4.
Final results: 186 shadowModels, 2,373 surfaces, 21.04 MB —
geometrically identical to what's in commercial pakfiles.
usurface.cpp inline-merge skip filters:
- IsDefaultModel() results (unregistered inline func_static_N
entities were merging bogus 24-vert _default boxes).
- Non-drawn, non-shadow surfaces (matches TriListForSide; was
leaking collision_* into worldspawn).
- Materials with ConstantRegisters()==NULL: these reference
per-entity shaderParm0..6 (ft_lightpod, buglight2) and lose their
parm values when folded into worldspawn.
Winding.cpp x87 parity for BSP topology:
- Plane distance + dot in double (Split/Clip/ClipInPlace/PlaneSide)
so SelectSplitPlaneNum scoring matches.
- Split-point lerp in long double (x86_64 native 80-bit) to match
HumanHead's builds with x87 intermediate precision.
…ecision was overkill. Discovered and Worked around some segfaults, hangs, and stack-smashing situ.
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Result of a just a wee bit of R&D to get to commercial dmap parity (c/o issue #36, #38)
creating a PR before I forget about it