forked from LeenkxTeam/LNXSDK
moisesjpelaez - General Fixes
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@ -331,15 +331,18 @@ class RenderPath {
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});
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});
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}
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}
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public static function sortMeshesShader(meshes: Array<MeshObject>) {
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public static function sortMeshesIndex(meshes: Array<MeshObject>) {
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meshes.sort(function(a, b): Int {
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meshes.sort(function(a, b): Int {
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#if rp_depth_texture
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#if rp_depth_texture
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var depthDiff = boolToInt(a.depthRead) - boolToInt(b.depthRead);
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var depthDiff = boolToInt(a.depthRead) - boolToInt(b.depthRead);
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if (depthDiff != 0) return depthDiff;
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if (depthDiff != 0) return depthDiff;
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#end
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#end
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return a.materials[0].shader.sortingOrder >= b.materials[0].shader.sortingOrder ? 1 : -1;
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if (a.data.sortingIndex != b.data.sortingIndex) {
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});
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return a.data.sortingIndex > b.data.sortingIndex ? 1 : -1;
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}
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return a.data.name >= b.data.name ? 1 : -1; });
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}
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}
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public function drawMeshes(context: String) {
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public function drawMeshes(context: String) {
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@ -399,7 +402,7 @@ class RenderPath {
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#if lnx_batch
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#if lnx_batch
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sortMeshesDistance(Scene.active.meshBatch.nonBatched);
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sortMeshesDistance(Scene.active.meshBatch.nonBatched);
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#else
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#else
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drawOrder == DrawOrder.Shader ? sortMeshesShader(meshes) : sortMeshesDistance(meshes);
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drawOrder == DrawOrder.Index ? sortMeshesIndex(meshes) : sortMeshesDistance(meshes);
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#end
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#end
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meshesSorted = true;
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meshesSorted = true;
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}
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}
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@ -914,6 +917,6 @@ class CachedShaderContext {
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@:enum abstract DrawOrder(Int) from Int {
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@:enum abstract DrawOrder(Int) from Int {
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var Distance = 0; // Early-z
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var Distance = 0; // Early-z
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var Shader = 1; // Less state changes
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var Index = 1; // Less state changes
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// var Mix = 2; // Distance buckets sorted by shader
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// var Mix = 2; // Distance buckets sorted by shader
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}
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}
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