npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 689f7a8b7345684398f3d23719573dc83374c99b..15dec10523bb7b2a0bd528c29ed755a081dedba8 100644 (file)
@@ -438,13 +438,14 @@ void render_board( vg_camera *cam, world_instance *world,
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
 
-   if( shader == k_board_shader_player ){
+   if( shader == k_board_shader_player )
+   {
       shader_model_board_view_use();
       shader_model_board_view_uTexMain( 0 );
       shader_model_board_view_uCamera( cam->transform[3] );
       shader_model_board_view_uPv( cam->mtx.pv );
 
-      shader_model_board_view_uDepthCompare(1);
+      shader_model_board_view_uDepthMode(1);
       depth_compare_bind(
          shader_model_board_view_uTexSceneDepth,
          shader_model_board_view_uInverseRatioDepth,
@@ -453,7 +454,8 @@ void render_board( vg_camera *cam, world_instance *world,
 
       WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
    }
-   else if( shader == k_board_shader_entity ){
+   else if( shader == k_board_shader_entity )
+   {
       shader_model_entity_use();
       shader_model_entity_uTexMain( 0 );
       shader_model_entity_uCamera( cam->transform[3] );
@@ -556,9 +558,9 @@ void render_playermodel( vg_camera *cam, world_instance *world,
    shader_model_character_view_uTexMain( 0 );
    shader_model_character_view_uCamera( cam->transform[3] );
    shader_model_character_view_uPv( cam->mtx.pv );
-
-   shader_model_character_view_uDepthCompare( depth_compare );
-   if( depth_compare ){
+   shader_model_character_view_uDepthMode( depth_compare );
+   if( depth_compare )
+   {
       depth_compare_bind(
          shader_model_character_view_uTexSceneDepth,
          shader_model_character_view_uInverseRatioDepth,