+VG_STATIC
+void world_render_challenges( world_instance *world ){
+ if( !world ) return;
+
+ shader_scene_fxglow_use();
+ for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+ ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i);
+
+ m4x3f mmdl;
+ mdl_transform_m4x3( &challenge->transform, mmdl );
+ shader_scene_fxglow_uMdl( mmdl );
+ }
+}
+