if (!(params.render_flags & RENDER_NOREORDER)) {
Point closest_to = {-1,-1,0}; // first look for the object nearest the topleft
- //Point closest_to = last_render_point;
while(cnt) {
Object *closest = NULL;
for (i=0; i<wframe.objcnt; i++) {
continue;
float dx = wframe.objects[i].points[0].x - closest_to.x;
float dy = wframe.objects[i].points[0].y - closest_to.y;
- if (frames[cwbuf].pnext == 0) {
- dx = wframe.objects[i].points[0].x + 1;
- dy = wframe.objects[i].points[0].y + 1;
- }
- float distance = fmaxf(fabsf(dx),fabsf(dy));
+ dx = wframe.objects[i].points[0].x + 1;
+ dy = wframe.objects[i].points[0].y + 1;
+ float distance = fmaxf(fabsf(dx),fabsf(dy)) + 0.01*(fabsf(dx)+fabsf(dy));
if (!closest || distance < dclosest) {
closest = &wframe.objects[i];
clinv = 0;
}
dx = wframe.objects[i].points[wframe.objects[i].pointcnt-1].x - closest_to.x;
dy = wframe.objects[i].points[wframe.objects[i].pointcnt-1].y - closest_to.y;
- distance = fmaxf(fabsf(dx),fabsf(dy));
+ distance = fmaxf(fabsf(dx),fabsf(dy)) + 0.01*(fabsf(dx)+fabsf(dy));
if(!closest || distance < dclosest) {
closest = &wframe.objects[i];
clinv = 1;