+ render_world( world_current_instance(), &skaterift.cam, 0, 0, 1, 1 );
+
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glViewport( 0,0, vg.window_x, vg.window_y );
+}
+
+/*
+ * Redraw the playermodel into the workshop framebuffer
+ */
+static void workshop_render_player_preview(void){
+ render_fb_bind( gpipeline.fb_workshop_preview, 0 );
+ glClearColor( 0.16f, 0.15f, 0.15f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
+
+ struct skeleton *sk = &localplayer.skeleton;
+
+ player_pose res;
+ res.type = k_player_pose_type_ik;
+
+ struct skeleton_anim *anim = skeleton_get_anim( sk, "idle_cycle+y" );
+ skeleton_sample_anim( sk, anim, vg.time*0.1f, res.keyframes );
+ q_axis_angle( res.root_q, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
+ v3_zero( res.root_co );
+ res.root_co[1] = 200.0f;
+
+ m4x3f transform;
+ q_m3x3( res.root_q, transform );
+ v3_copy( res.root_co, transform[3] );
+
+ /* TODO: Function. */
+ skeleton_apply_pose( sk, res.keyframes, k_anim_apply_defer_ik,
+ localplayer.final_mtx );
+ skeleton_apply_ik_pass( sk, localplayer.final_mtx );
+ skeleton_apply_pose( sk, res.keyframes, k_anim_apply_deffered_only,
+ localplayer.final_mtx );
+ skeleton_apply_inverses( sk, localplayer.final_mtx );
+ skeleton_apply_transform( sk, transform, localplayer.final_mtx );
+
+ vg_camera cam;
+ v3_copy( (v3f){ 0.0f, 201.7f, 1.2f }, cam.pos );
+
+ cam.nearz = 0.01f;
+ cam.farz = 100.0f;
+ cam.fov = 57.0f;
+ v3_zero( cam.angles );
+
+ vg_camera_update_transform( &cam );
+ vg_camera_update_view( &cam );
+ vg_camera_update_projection( &cam );
+ vg_camera_finalize( &cam );
+
+ render_playermodel( &cam, world_current_instance(), 0,
+ &workshop_form.player_model, sk, localplayer.final_mtx );