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refactor (reduction)
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_render.h
diff --git
a/player_render.h
b/player_render.h
index 5a11bea841d77d47c2483b5c53c0995b1baa7bdd..be12d68287c9c8eaa75f6d1705bd16a01cc820c5 100644
(file)
--- a/
player_render.h
+++ b/
player_render.h
@@
-66,23
+66,23
@@
enum board_shader{
k_board_shader_entity
};
k_board_shader_entity
};
-
VG_STATIC
void dynamic_model_load( mdl_context *ctx,
+
static
void dynamic_model_load( mdl_context *ctx,
struct dynamic_model_1texture *mdl,
const char *path );
struct dynamic_model_1texture *mdl,
const char *path );
-
VG_STATIC
void dynamic_model_unload( struct dynamic_model_1texture *mdl );
+
static
void dynamic_model_unload( struct dynamic_model_1texture *mdl );
-
VG_STATIC
void player_board_load( struct player_board *mdl, const char *path );
-
VG_STATIC
void player_board_unload( struct player_board *mdl );
+
static
void player_board_load( struct player_board *mdl, const char *path );
+
static
void player_board_unload( struct player_board *mdl );
-
VG_STATIC
void player_model_load( struct player_model *board, const char *path);
-
VG_STATIC
void player_model_unload( struct player_model *board );
+
static
void player_model_load( struct player_model *board, const char *path);
+
static
void player_model_unload( struct player_model *board );
-
VG_STATIC
void render_board( camera *cam, world_instance *world,
+
static
void render_board( camera *cam, world_instance *world,
struct player_board *board, m4x3f root,
struct player_board_pose *pose,
enum board_shader shader );
struct player_board *board, m4x3f root,
struct player_board_pose *pose,
enum board_shader shader );
-
VG_STATIC
void render_playermodel( camera *cam, world_instance *world,
+
static
void render_playermodel( camera *cam, world_instance *world,
int depth_compare,
struct player_model *model,
struct skeleton *skeleton );
int depth_compare,
struct player_model *model,
struct skeleton *skeleton );