fix: remove redundant sorting

This commit is contained in:
eliotbyte 2025-11-24 01:27:56 +03:00
parent 1772f0b58c
commit a07c161df2

View file

@ -396,11 +396,6 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
order.push_back(VisibleChunkTrans{glm::ivec2(chunk->x, chunk->z), &chunks[index.index], nearest});
}
// Sort chunks by nearest translucent distance back-to-front (far to near)
std::sort(order.begin(), order.end(), [](const VisibleChunkTrans& a, const VisibleChunkTrans& b) {
return a.nearestDist2 > b.nearestDist2;
});
// Draw per-chunk sorted mesh (keeps GPU buffers and avoids per-frame repack)
for (const auto& item : order) {
const auto& chunk = *item.chunkPtr;