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18 changes: 15 additions & 3 deletions Core/Libraries/Source/WWVegas/WW3D2/static_sort_list.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -43,6 +43,7 @@

#include "rendobj.h"
#include "dx8renderer.h"
#include <vector>

////////////////////////////////////////////////////////////////////////////////////////////////////
// Initialization Functions ////////////////////////////////////////////////////////////////////////
Expand Down Expand Up @@ -76,9 +77,19 @@ void DefaultStaticSortListClass::Render_And_Clear(RenderInfoClass & rinfo)
// We go from higher sort level to lower, since lower sort level means higher priority (in
// front), so lower sort level meshes need to be rendered later.
for(unsigned int sort_level = MaxSort; sort_level >= MinSort; sort_level--) {
bool render=false;
for ( RenderObjClass *robj = SortLists[sort_level].Remove_Head(); robj;
robj->Release_Ref(), robj = SortLists[sort_level].Remove_Head())
// Snapshot all objects from the list into a local vector before rendering.
// This prevents render hook callbacks (Pre_Render/Post_Render) from corrupting
// the list's internal linked structure while we are iterating it, which would
// cause an access violation in Internal_Remove_List_Head.
std::vector<RenderObjClass *> render_list;
for (RenderObjClass *robj = SortLists[sort_level].Remove_Head(); robj;
robj = SortLists[sort_level].Remove_Head())
{
render_list.push_back(robj);
}

bool render = false;
for (RenderObjClass *robj : render_list)
{
if (robj->Get_Render_Hook()) {
if (robj->Get_Render_Hook()->Pre_Render(robj, rinfo)) {
Expand All @@ -90,6 +101,7 @@ void DefaultStaticSortListClass::Render_And_Clear(RenderInfoClass & rinfo)
robj->Render(rinfo);
render = true;
}
robj->Release_Ref();
}
if (render) TheDX8MeshRenderer.Flush();
}
Expand Down
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