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its a menu, fuck off
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_render.c
diff --git
a/player_render.c
b/player_render.c
index 33724245771fe10b0f07a3a13d5e74ee9e883fbe..8f2521538ca9719b7c83b93dccf3a27553f49e0c 100644
(file)
--- a/
player_render.c
+++ b/
player_render.c
@@
-5,6
+5,7
@@
#include "player_render.h"
#include "camera.h"
#include "player_model.h"
#include "player_render.h"
#include "camera.h"
#include "player_model.h"
+#include "ent_skateshop.h"
#include "shaders/model_character_view.h"
#include "shaders/model_board_view.h"
#include "shaders/model_character_view.h"
#include "shaders/model_board_view.h"
@@
-60,6
+61,7
@@
VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
mdl_close( &ctx );
}
mdl_close( &ctx );
}
+/* TODO: allow error handling */
VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
{
vg_linear_clear( vg_mem.scratch );
VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
{
vg_linear_clear( vg_mem.scratch );
@@
-159,8
+161,7
@@
VG_STATIC void player__pre_render( player_instance *player )
_player_post_animate[ player->subsystem ]( player );
struct player_avatar *av = player->playeravatar;
_player_post_animate[ player->subsystem ]( player );
struct player_avatar *av = player->playeravatar;
-
- struct player_board *board = player->board;
+ struct player_board *board = player_get_player_board( player );
v3f vp0, vp1;
v3f vp0, vp1;
@@
-305,6
+306,7
@@
VG_STATIC void render_board( camera *cam, world_instance *world,
shader_model_board_view_uTexSceneDepth( 1 );
render_fb_inverse_ratio( gpipeline.fb_main, inverse );
shader_model_board_view_uTexSceneDepth( 1 );
render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+
inverse[2] = main_camera.farz-main_camera.nearz;
shader_model_board_view_uInverseRatioDepth( inverse );
inverse[2] = main_camera.farz-main_camera.nearz;
shader_model_board_view_uInverseRatioDepth( inverse );
@@
-438,7
+440,7
@@
PLAYER_API void player__render( camera *cam, player_instance *player )
mesh_bind( &player->playermodel->mesh );
mesh_draw( &player->playermodel->mesh );
mesh_bind( &player->playermodel->mesh );
mesh_draw( &player->playermodel->mesh );
- struct player_board *board = player
->board
;
+ struct player_board *board = player
_get_player_board( player )
;
render_board( cam, world, board, player->playeravatar->sk.final_mtx[
player->playeravatar->id_board],
render_board( cam, world, board, player->playeravatar->sk.final_mtx[
player->playeravatar->id_board],