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fixed vehicle and ped sorting for new renderer

This commit is contained in:
aap 2020-11-04 22:45:01 +01:00
parent 244b91ee80
commit 0662de5323

View file

@ -818,6 +818,8 @@ CRenderer::RenderVehiclesAndPeds(void)
{ {
int i; int i;
CEntity *e; CEntity *e;
EntityInfo ei;
CLink<EntityInfo> *node;
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
//CVisibilityPlugins::InitAlphaEntityList(); // not safe yet //CVisibilityPlugins::InitAlphaEntityList(); // not safe yet
@ -826,9 +828,21 @@ CRenderer::RenderVehiclesAndPeds(void)
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){ for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i]; e = ms_aVisibleVehiclePtrs[i];
if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e)) if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e))
continue; continue; // boats handled elsewhere
if(e->IsPed())
RenderOneNonRoad(e); RenderOneNonRoad(e);
else{
ei.ent = e;
ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
} }
}
for(node = gSortedVehiclesAndPeds.tail.prev;
node != &gSortedVehiclesAndPeds.head;
node = node->prev)
RenderOneNonRoad(node->item.ent);
// RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE); // RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
} }