http://developer.valvesoftware.com/w/index.php?title=Image:Func_detail_face_splits.jpg&rcid=16412
That's an image of several func_detail pillars that are up against a
world brush wall. It splits the triangles on the wall a whole lot more
than necessary.
Ok, I've tested this both under CST and Valve's tools, it happens the
same way in both. I've noticed this cause some nasty bugs with cubemaps
for some mappers. There's also a known workaround for this; you sink the
func_detail into the worldbrush face a unit or two, and it won't split
the face. I just wanted to make everyone aware of it.
 The reason I'm posing this to both the coder and mapper list: Why does
this happen? And is it an issue?

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