v3f last;
v3_zero(last);
+ world_instance *world = get_active_world();
+
for( int i=0; i<sample_count; i++ )
{
v3f dir;
ray_hit contact;
contact.dist = 15.0f;
- if( ray_world( origin, dir, &contact ) )
+ if( ray_world( world, origin, dir, &contact ) )
{
d += contact.dist;
ray_hit contact;
contact.dist = vg_minf( 16.0f, pos[1] );
+ world_instance *world = get_active_world();
- if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
+ if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
{
- struct world_material *mat = ray_hit_material( &contact );
+ struct world_material *mat = ray_hit_material( world, &contact );
if( mat->info.surface_prop == k_surface_prop_grass)
{
output[1] = 0.0f;
output[2] = pos[2];
- if( world.water.enabled )
+ if( world->water.enabled )
return k_audio_sprite_type_water;
else
return k_audio_sprite_type_none;