Use tie breaks for sort order in WorldRenderer.GenerateRenderables

This commit is contained in:
RoosterDragon
2020-10-25 14:49:42 +00:00
committed by Paul Chote
parent 13596c1474
commit 4daa5193b6

View File

@@ -133,7 +133,26 @@ namespace OpenRA.Graphics
foreach (var e in World.ScreenMap.RenderableEffectsInBox(Viewport.TopLeft, Viewport.BottomRight)) foreach (var e in World.ScreenMap.RenderableEffectsInBox(Viewport.TopLeft, Viewport.BottomRight))
renderablesBuffer.AddRange(e.Render(this)); renderablesBuffer.AddRange(e.Render(this));
renderablesBuffer.Sort((x, y) => RenderableZPositionComparisonKey(x).CompareTo(RenderableZPositionComparisonKey(y))); renderablesBuffer.Sort((a, b) =>
{
// Sort is an unstable sort, so elements with the same Z position may get sorted differently each frame.
// This leads to flickering when rendering several frames as the elements get swapped at random.
// To combat this, use a series of arbitrary tie-breaks to determine the "top-most" element.
// This ensures a consistent decision for which one is on top, preventing flicker.
var compared = RenderableZPositionComparisonKey(a).CompareTo(RenderableZPositionComparisonKey(b));
if (compared != 0)
return compared;
compared = a.Pos.X.CompareTo(b.Pos.X);
if (compared != 0)
return compared;
compared = a.Pos.Y.CompareTo(b.Pos.Y);
if (compared != 0)
return compared;
return a.Pos.Z.CompareTo(b.Pos.Z);
});
foreach (var renderable in renderablesBuffer) foreach (var renderable in renderablesBuffer)
preparedRenderables.Add(renderable.PrepareRender(this)); preparedRenderables.Add(renderable.PrepareRender(this));