gfx3d: fix advance wars invisible tiles yet again.
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@ -1418,8 +1418,12 @@ static bool gfx3d_ysort_compare(int num1, int num2)
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if (poly1.maxy < poly2.maxy) return true;
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if (poly1.miny < poly2.miny) return true;
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if (poly1.miny > poly2.miny) return false;
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if (num1 < num2) return false; //make sure we respect the game's ordering in cases of complete ties
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else return true;
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//make sure we respect the game's ordering in cases of complete ties
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//this makes it a stable sort.
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//this must be a stable sort or else advance wars DOR will flicker in the main map mode
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if (num1 < num2) return true;
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else return false;
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}
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static void gfx3d_doFlush()
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@ -1473,14 +1477,13 @@ static void gfx3d_doFlush()
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//now we have to sort the opaque polys by y-value.
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//(test case: harvest moon island of happiness character cretor UI)
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//should this be done after clipping??
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//this must be a stable sort or else advance wars DOR will flicker in the main map mode
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std::stable_sort(gfx3d.indexlist, gfx3d.indexlist + opaqueCount, gfx3d_ysort_compare);
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std::sort(gfx3d.indexlist, gfx3d.indexlist + opaqueCount, gfx3d_ysort_compare);
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if(!gfx3d.sortmode)
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{
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//if we are autosorting translucent polys, we need to do this also
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//TODO - this is unverified behavior. need a test case
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std::stable_sort(gfx3d.indexlist + opaqueCount, gfx3d.indexlist + polycount, gfx3d_ysort_compare);
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std::sort(gfx3d.indexlist + opaqueCount, gfx3d.indexlist + polycount, gfx3d_ysort_compare);
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}
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//switch to the new lists
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