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needs a lot of cleaning but lights are OK
[carveJwlIkooP6JGAAIwe30JlM.git]
/
skaterift.c
diff --git
a/skaterift.c
b/skaterift.c
index 9e162b2c322af6695a7857e08275c1c726910744..b0324cc7facb93a1fcc64f15f8d40d143ddeba7e 100644
(file)
--- a/
skaterift.c
+++ b/
skaterift.c
@@
-264,6
+264,11
@@
VG_STATIC void vg_load(void)
/* load home world */
world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
/* load home world */
world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
+ world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
+ world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
+ world_link_nonlocal_gates( 0, 1 );
+ world_link_nonlocal_gates( 0, 2 );
+
vg_console_load_autos();
}
vg_console_load_autos();
}
@@
-411,8
+416,8
@@
VG_STATIC void render_scene(void)
/* Draw world */
glEnable( GL_DEPTH_TEST );
/* Draw world */
glEnable( GL_DEPTH_TEST );
- world_instance *
world = get_active_world()
;
- render_world( world, &main_camera );
+ world_instance *
view_world = localplayer.viewable_world
;
+ render_world(
view_
world, &main_camera );
int player_transparent = 1,
player_draw = 1;
int player_transparent = 1,
player_draw = 1;
@@
-427,10
+432,10
@@
VG_STATIC void render_scene(void)
player__render( &main_camera, &localplayer );
player__render( &main_camera, &localplayer );
- render_water_texture( world, &main_camera );
+ render_water_texture(
view_
world, &main_camera );
render_fb_bind( gpipeline.fb_main );
render_fb_bind( gpipeline.fb_main );
- render_water_surface( world, &main_camera );
- render_world_gates( world, &main_camera );
+ render_water_surface(
view_
world, &main_camera );
+ render_world_gates(
view_
world, &main_camera );
if( player_transparent && player_draw )
render_player_transparent();
if( player_transparent && player_draw )
render_player_transparent();