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Use BTreeMap for deterministic MeshKey iteration to prevent z-fighting #80
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The render queues are currently stored in a
HashMap
that is discarded and re-created each frame.This is problematic, because each time the hashmap is created, it randomizes iteration order. And then, when two overlapping sprites are rendered with the same z-index, you get z-fighting.
I think the easiest way to solve this is to simply swap the
HashMap
s withBTreeMap
, but feel free to implement something else if you have a better idea 👍