glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
- render_world( localplayer.viewable_world, &skaterift.cam, 1 );
+ render_world( world_current_instance(), &skaterift.cam, 0, 0, 1, 1 );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );
glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
- struct skeleton *sk = &localplayer.playeravatar->sk;
+ struct skeleton *sk = &localplayer.skeleton;
player_pose res;
res.type = k_player_pose_type_ik;
camera_update_projection( &cam );
camera_finalize( &cam );
- world_instance *world = localplayer.viewable_world;
- render_playermodel( &cam, world, 0, &workshop_form.player_model, sk,
- localplayer.final_mtx );
+ render_playermodel( &cam, world_current_instance(), 0,
+ &workshop_form.player_model, sk, localplayer.final_mtx );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );
float dist = v3_length( basevector );
v3f baseangles;
- player_vector_angles( baseangles, basevector, 1.0f, 0.0f );
+ v3_angles( basevector, baseangles );
v2_add( workshop_form.view_angles, baseangles, cam.angles );
cam.angles[2] = 0.0f;
glBufferSubData( GL_UNIFORM_BUFFER, 0,
sizeof(struct ub_world_lighting), &world->ub_lighting );
- render_world( world, &cam, 1 );
+ render_world( world, &cam, 0, 0, 1, 1 );
struct player_board_pose pose = {0};
render_board( &cam, world, board, mmdl, &pose, k_board_shader_entity );
render_board( &cam, world, board, mmdl1, &pose, k_board_shader_entity );