-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
- shader_viewchar_use();
- vg_tex2d_bind( player->playertex, 0 );
- shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera( cam->transform[3] );
- shader_viewchar_uPv( cam->mtx.pv );
- shader_link_standard_ub( _shader_viewchar.id, 2 );
- glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
- player->playeravatar->sk.bone_count,
- 0,
- (float *)player->playeravatar->sk.final_mtx );
-
- mesh_bind( player->playermesh );
- mesh_draw( player->playermesh );
-}
-
-PLAYER_API void player__im_gui( player_instance *player )
-{
- vg_uictx.cursor[0] = vg.window_x - 200;
- vg_uictx.cursor[1] = 0;
- vg_uictx.cursor[2] = 200;
- vg_uictx.cursor[3] = 200;
-
- struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
-
- vg_uictx.cursor[0] = vg.window_x;
-
- player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
- player->cam.pos[1],
- player->cam.pos[2] );
- player__debugtext( 1, "%.2f %.2f %.2f (%.2f)",
- player->cam.angles[0],
- player->cam.angles[1],
- player->cam.angles[2],
- player->cam.fov);
- player__debugtext( 1, "C/K %.2f %.2f (%.2f)",
- player->cam_velocity_coefficient_smooth,
- player->cam_velocity_constant_smooth,
- player->cam_velocity_influence_smooth );
+ player__debugtext( 2, "player_instance[%p]", player );
+ player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
+ player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) );