+static void bindpoint_world_vb( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_vertex_blend *props = mat->info.props.compiled;
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+
+#if 0
+ shader_scene_vertex_blend_uOffset( props->blend_offset );
+#endif
+}
+
+static void render_world_vb( world_instance *world, vg_camera *cam )
+{