1 #ifndef PLAYER_RENDER_H
2 #define PLAYER_RENDER_H
30 k_board_truck_back
= 0,
31 k_board_truck_front
= 1
41 /* TODO: Fully featured dynamic models
42 * This is FAR from the final system we want at all, but it will do for now */
43 struct dynamic_model_1texture
{
49 struct dynamic_model_1texture mdl
;
51 v4f wheel_positions
[4],
55 mdl_submesh wheels
[4],
65 struct dynamic_model_1texture mdl
;
69 k_board_shader_player
,
73 VG_STATIC
void dynamic_model_load( mdl_context
*ctx
,
74 struct dynamic_model_1texture
*mdl
,
76 VG_STATIC
void dynamic_model_unload( struct dynamic_model_1texture
*mdl
);
78 VG_STATIC
void player_board_load( struct player_board
*mdl
, const char *path
);
79 VG_STATIC
void player_board_unload( struct player_board
*mdl
);
81 VG_STATIC
void player_model_load( struct player_model
*board
, const char *path
);
82 VG_STATIC
void player_model_unload( struct player_model
*board
);
84 VG_STATIC
void render_board( camera
*cam
, world_instance
*world
,
85 struct player_board
*board
, m4x3f root
,
86 struct board_pose
*pose
,
87 enum board_shader shader
);
89 VG_STATIC
void render_playermodel( camera
*cam
, world_instance
*world
,
90 struct player_model
*model
,
91 struct skeleton
*skeleton
);
93 #endif /* PLAYER_RENDER_H */