diff --git a/src/graphics/render/ChunksRenderer.cpp b/src/graphics/render/ChunksRenderer.cpp index 170fe754b..937468d0c 100644 --- a/src/graphics/render/ChunksRenderer.cpp +++ b/src/graphics/render/ChunksRenderer.cpp @@ -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;