+VG_STATIC void skateshop_render_worldshop(void)
+{
+ world_instance *world = get_active_world();
+
+ m4x3f mmdl;
+ ent_skateshop *shop = global_skateshop.ptr_ent;
+ ent_marker *mark_display = mdl_arritm( &world->ent_marker,
+ mdl_entity_id_id(shop->worlds.id_display));
+ mdl_transform_m4x3( &mark_display->transform, mmdl );
+
+ /* TODO? ... */
+ v3f vol;
+ v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol );
+
+ v2f rect = { 1.0f, 1.0f },
+ map = { vol[0], vol[2] },
+ result;
+
+ f32 rp = rect[0] * map[1],
+ rc = rect[1] * map[0];
+
+ u32 axis, other;
+ if( rc > rp ) axis = 0;
+ else axis = 1;
+ other = axis ^ 0x1;
+
+ result[axis] = rect[axis];
+ result[other] = (rect[axis] * map[other]) / map[axis];
+
+ m4x3f mlocal, mx;
+ m4x3_identity( mlocal );
+
+ mlocal[0][0] = result[0];
+ mlocal[2][2] = result[1];
+ mlocal[1][1] = (vol[1]/vol[0]) * mlocal[0][0];
+ mlocal[3][0] = (rect[0]-result[0])*0.5f - rect[0]*0.5f; /* sea level? */
+ mlocal[3][2] = (rect[1]-result[1])*0.5f - rect[1]*0.5f;
+ m4x3_mul( mmdl, mlocal, mx );
+
+#if 1
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glDisable(GL_DEPTH_TEST);
+#endif
+ pointcloud_render( world, &main_camera, mx );
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+}
+