+/* FIXME: we gotta do something about this crap, maybe batch lists. something..
+ * anything but this. */
+static
+void world_render_props( world_instance *world, u32 material_id,
+ struct world_pass *pass ){
+ if( !mdl_arrcount( &world->ent_prop ) ) return;
+
+ /* HACK: use the first material for every prop entity */
+ ent_prop *first = mdl_arritm( &world->ent_prop, 0 );
+ if( !first->submesh_count ) return;
+
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
+ if( sm->material_id != material_id ) return;
+
+ struct world_surface *mat = &world->surfaces[ material_id ];
+ pass->fn_bind_textures( world, mat );
+
+ for( u32 j=0; j<mdl_arrcount( &world->ent_prop ); j++ ){
+ ent_prop *prop = mdl_arritm( &world->ent_prop, j );
+ if( prop->flags & 0x1 ) continue;
+
+ for( u32 k=0; k<prop->submesh_count; k++ ){
+ sm = mdl_arritm( &world->meta.submeshs, prop->submesh_start+k );
+
+ m4x3f mmdl;
+ mdl_transform_m4x3( &prop->transform, mmdl );
+
+ m4x4f m4mdl;
+ m4x3_expand( mmdl, m4mdl );
+ m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
+
+ pass->fn_set_mdl( mmdl );
+ pass->fn_set_uPvmPrev( m4mdl );
+
+ mdl_draw_submesh( sm );
+ }
+ }
+}
+
+static