+ if( world->rendering_gate ){
+ ent_gate *gate = world->rendering_gate;
+ if( gate_intersect( gate, co1, co0 ) ){
+ m4x3_mulv( gate->transport, co0, co0 );
+ m4x3_mulv( gate->transport, co1, co1 );
+ m3x3_mulv( gate->transport, launch_v, launch_v);
+ m4x3_mulv( gate->transport, launch_co, launch_co );
+ m3x3_mul( gate->transport, basis, basis );
+ }
+ }
+