- world_instance *dest_world = &world_static.worlds[ gate->target ];
- render_gate( dest_world, gate, cam, layer_depth );
+ world_instance *dest_world = &world_static.instances[ gate->target ];
+ render_gate( world, dest_world, gate, cam, layer_depth );
+ }
+ else{
+ render_gate( world, world, gate, cam, layer_depth );