gfx3d: fix advance wars invisible tiles yet again.

This commit is contained in:
zeromus 2009-06-25 17:08:52 +00:00
parent 92464f0c84
commit eac2b05c70
1 changed files with 8 additions and 5 deletions

View File

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