Improve object ordering again, reduce some jitter issues
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3d1c344830
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1 changed files with 4 additions and 7 deletions
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@ -730,7 +730,6 @@ float olRenderFrame(int max_fps)
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if (!(params.render_flags & RENDER_NOREORDER)) {
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if (!(params.render_flags & RENDER_NOREORDER)) {
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Point closest_to = {-1,-1,0}; // first look for the object nearest the topleft
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Point closest_to = {-1,-1,0}; // first look for the object nearest the topleft
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//Point closest_to = last_render_point;
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while(cnt) {
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while(cnt) {
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Object *closest = NULL;
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Object *closest = NULL;
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for (i=0; i<wframe.objcnt; i++) {
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for (i=0; i<wframe.objcnt; i++) {
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@ -740,11 +739,9 @@ float olRenderFrame(int max_fps)
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continue;
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continue;
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float dx = wframe.objects[i].points[0].x - closest_to.x;
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float dx = wframe.objects[i].points[0].x - closest_to.x;
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float dy = wframe.objects[i].points[0].y - closest_to.y;
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float dy = wframe.objects[i].points[0].y - closest_to.y;
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if (frames[cwbuf].pnext == 0) {
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dx = wframe.objects[i].points[0].x + 1;
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dx = wframe.objects[i].points[0].x + 1;
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dy = wframe.objects[i].points[0].y + 1;
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dy = wframe.objects[i].points[0].y + 1;
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}
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float distance = fmaxf(fabsf(dx),fabsf(dy)) + 0.01*(fabsf(dx)+fabsf(dy));
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float distance = fmaxf(fabsf(dx),fabsf(dy));
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if (!closest || distance < dclosest) {
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if (!closest || distance < dclosest) {
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closest = &wframe.objects[i];
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closest = &wframe.objects[i];
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clinv = 0;
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clinv = 0;
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@ -752,7 +749,7 @@ float olRenderFrame(int max_fps)
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}
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}
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dx = wframe.objects[i].points[wframe.objects[i].pointcnt-1].x - closest_to.x;
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dx = wframe.objects[i].points[wframe.objects[i].pointcnt-1].x - closest_to.x;
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dy = wframe.objects[i].points[wframe.objects[i].pointcnt-1].y - closest_to.y;
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dy = wframe.objects[i].points[wframe.objects[i].pointcnt-1].y - closest_to.y;
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distance = fmaxf(fabsf(dx),fabsf(dy));
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distance = fmaxf(fabsf(dx),fabsf(dy)) + 0.01*(fabsf(dx)+fabsf(dy));
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if(!closest || distance < dclosest) {
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if(!closest || distance < dclosest) {
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closest = &wframe.objects[i];
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closest = &wframe.objects[i];
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clinv = 1;
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clinv = 1;
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