k_board_shader_entity
};
+VG_STATIC void dynamic_model_load( mdl_context *ctx,
+ struct dynamic_model_1texture *mdl,
+ const char *path );
+VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl );
+
VG_STATIC void player_board_load( struct player_board *mdl, const char *path );
VG_STATIC void player_board_unload( struct player_board *mdl );
-VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl );
+VG_STATIC void player_model_load( struct player_model *board, const char *path);
+VG_STATIC void player_model_unload( struct player_model *board );
+
VG_STATIC void render_board( camera *cam, world_instance *world,
struct player_board *board, m4x3f root,
enum board_shader shader );
+VG_STATIC void render_playermodel( camera *cam, world_instance *world,
+ struct player_model *model,
+ struct skeleton *skeleton );
#endif /* PLAYER_RENDER_H */