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move location of main camera to g_render
[carveJwlIkooP6JGAAIwe30JlM.git]
/
depth_compare.h
diff --git
a/depth_compare.h
b/depth_compare.h
index 28e949669760bfbf39738a015df0fc455e2b33e6..1db5665a7bd15992a9562c97fff8d86d97b2e5b2 100644
(file)
--- a/
depth_compare.h
+++ b/
depth_compare.h
@@
-11,10
+11,10
@@
static inline void depth_compare_bind(
vg_camera *cam )
{
uTexSceneDepth( 5 );
vg_camera *cam )
{
uTexSceneDepth( 5 );
- vg_framebuffer_bind_texture( g
pipeline
.fb_main, 2, 5 );
+ vg_framebuffer_bind_texture( g
_render
.fb_main, 2, 5 );
v3f inverse;
v3f inverse;
- vg_framebuffer_inverse_ratio( g
pipeline
.fb_main, inverse );
- inverse[2] =
skaterift.cam.farz-skaterift
.cam.nearz;
+ vg_framebuffer_inverse_ratio( g
_render
.fb_main, inverse );
+ inverse[2] =
g_render.cam.farz-g_render
.cam.nearz;
uInverseRatioDepth( inverse );
vg_framebuffer_inverse_ratio( NULL, inverse );
uInverseRatioDepth( inverse );
vg_framebuffer_inverse_ratio( NULL, inverse );