Ensure m3d faces in non-decreasing materialid sequence (#3385)

This modification replaces the expensive qsort protection with an
insertion sort that is near-instantaneous in the expected ordered case.
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Dennis E. Hamilton 2023-10-09 00:49:58 -07:00 committed by GitHub
parent d309b1eaa7
commit 7ab911b9a4
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@ -5614,19 +5614,26 @@ static Model LoadM3D(const char *fileName)
// We always need a default material, so we add +1
model.materialCount++;
// WARNING: Sorting is not needed, valid M3D model files should already be sorted
// faces should already by grouped by material
// Just keeping the sorting function for reference (Check PR #3363)
/*
static int m3d_compare_faces(const void *a, const void *b)
// Faces must be in non-decreasing materialid order
// Verify that quickly, sorting them otherwise.
for (i = 1; i < m3d->numface; i++)
{
m3df_t *fa = (m3df_t *)a;
m3df_t *fb = (m3df_t *)b;
return (fa->materialid - fb->materialid);
if ( m3d->face[i-1].materialid <= m3d->face[i].materialid )
continue;
// face[i-1] > face[i]. slide face[i] lower.
m3df_t slider = m3d->face[i];
j = i-1;
do
{ // face[j] > slider, face[j+1] is svailable vacant gap.
m3d->face[j+1] = m3d->face[j];
j = j-1;
}
while (j >= 0 && m3d->face[j].materialid > slider.materialid);
m3d->face[j+1] = slider;
}
qsort(m3d->face, m3d->numface, sizeof(m3df_t), m3d_compare_faces);
*/
model.meshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));