- if( _player_post_animate[ player->subsystem ] )
- _player_post_animate[ player->subsystem ]( player );
-
- struct player_avatar *av = player->playeravatar;
- v3f vp0 = {0.0f,0.1f, 0.55f},
- vp1 = {0.0f,0.1f,-0.55f};
-
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
-
- player__cam_iterate( player );
-}
-
-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
- shader_model_character_view_use();
- vg_tex2d_bind( player->playertex, 0 );
- shader_model_character_view_uTexMain( 0 );
- shader_model_character_view_uCamera( cam->transform[3] );
- shader_model_character_view_uPv( cam->mtx.pv );
-
- world_instance *world = get_active_world();
- world_link_lighting_ub( world, _shader_model_character_view.id );
- world_bind_position_texture( world, _shader_model_character_view.id,
- _uniform_model_character_view_g_world_depth, 2 );
- world_bind_light_array( world, _shader_model_character_view.id,
- _uniform_model_character_view_uLightsArray, 3 );
- world_bind_light_index( world, _shader_model_character_view.id,
- _uniform_model_character_view_uLightsIndex, 4 );
-
- glUniformMatrix4x3fv( _uniform_model_character_view_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;