-
- vg_linear_clear( vg_mem.scratch );
-
- u32 count = mdl_arrcount( &mdl->textures );
- player_glide.glider_textures =
- vg_linear_alloc( alloc, vg_align8(sizeof(GLuint)*(count+1)));
- player_glide.glider_textures[0] = vg.tex_missing;
- mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
-
- for( u32 i=0; i<count; i ++ ){
- vg_linear_clear( vg_mem.scratch );
- player_glide.glider_textures[i+1] = vg.tex_missing;
-
- mdl_texture *tex = mdl_arritm( &mdl->textures, i );
- void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
- mdl_fread_pack_file( mdl, &tex->file, data );
- vg_tex2d_load_qoi_async( data, tex->file.pack_size,
- VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
- &player_glide.glider_textures[i+1] );
- }