Make sure sorts are deterministic.

This commit is contained in:
Jeff Young 2023-10-04 18:43:36 +01:00
parent 2be0b98135
commit f4ac624bb3
2 changed files with 20 additions and 6 deletions

View File

@ -1388,10 +1388,14 @@ void RENDER_3D_OPENGL::renderTransparentModels( const glm::mat4 &aCameraViewMatr
// Sort from back to front
std::sort( transparentModelList.begin(), transparentModelList.end(),
[&]( std::pair<const MODELTORENDER *, float>& a,
std::pair<const MODELTORENDER *, float>& b ) {
return a.second > b.second;
} );
[&]( std::pair<const MODELTORENDER *, float>& a,
std::pair<const MODELTORENDER *, float>& b )
{
if( a.second != b.second )
return a.second > b.second;
return a.first > b.first; // use pointers as a last resort
} );
// Start rendering calls
glPushMatrix();

View File

@ -1911,9 +1911,19 @@ void RENDER_3D_RAYTRACE::initializeBlockPositions()
const SFVEC2UI center( m_realBufferSize.x / 2, m_realBufferSize.y / 2 );
std::sort( m_blockPositions.begin(), m_blockPositions.end(),
[&]( const SFVEC2UI& a, const SFVEC2UI& b ) {
[&]( const SFVEC2UI& a, const SFVEC2UI& b )
{
// Sort order: inside out.
return distance( a, center ) < distance( b, center );
float distanceA = distance( a, center );
float distanceB = distance( b, center );
if( distanceA != distanceB )
return distanceA < distanceB;
if( a[0] != b[0] )
return a[0] < b[0];
return a[1] < b[1];
} );
// Create m_shader buffer