world.routes[route].latest_pass = world.time;
}
+VG_STATIC void world_routes_clear(void)
+{
+ for( u32 i=0; i<world.route_count; i++ )
+ {
+ struct route *route = &world.routes[i];
+ route->active = 0;
+ }
+ world.current_run_version += 4;
+ world.last_use = 0.0;
+}
+
/*
* When going through a gate this is called for bookkeeping purposes
*/
}
}
-VG_STATIC void bind_terrain_textures(void);
+VG_STATIC void bind_terrain_noise(void);
VG_STATIC void render_world_routes( m4x4f projection, v3f camera )
{
m4x3f identity_matrix;
shader_route_use();
shader_route_uTexGarbage(0);
shader_link_standard_ub( _shader_route.id, 2 );
- bind_terrain_textures();
+ bind_terrain_noise();
shader_route_uPv( projection );
shader_route_uMdl( identity_matrix );