+VG_STATIC
+void world_render_challenges( world_instance *world, struct world_pass *pass,
+ v3f pos, int layer_depth ){
+ if( !world ) return;
+
+ /* sort lists */
+ const f32 radius = 40.0f;
+ bh_iter it;
+ bh_iter_init_range( 0, &it, pos, radius );
+ i32 idx;
+
+ u32 challenge_list[ 32 ],
+ unlock_list[ 32 ];
+
+ u32 challenge_count = 0,
+ unlock_count = 0;
+
+ while( bh_next( world->entity_bh, &it, &idx ) ){
+ u32 id = world->entity_list[ idx ],
+ type = mdl_entity_id_type( id ),
+ index = mdl_entity_id_id( id );
+
+ if( type == k_ent_challenge ) {
+ if( challenge_count < vg_list_size(challenge_list) )
+ challenge_list[ challenge_count ++ ] = index;
+ }
+ else if( type == k_ent_unlock ){
+ if( unlock_count < vg_list_size(unlock_list) )
+ unlock_list[ unlock_count ++ ] = index;
+ }
+ }
+
+ /* render challenges */
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world->mesh_no_collide );
+ u32 last_material = 0;
+ for( u32 i=0; i<challenge_count; i++ ){
+ u32 index = challenge_list[ i ];
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
+ if( challenge->flags & k_ent_challenge_hidden ) continue;
+
+ f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
+ scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) );
+
+ v3_fill( challenge->transform.s, scale );
+
+ m4x3f mmdl;
+ mdl_transform_m4x3( &challenge->transform, mmdl );
+ shader_scene_fxglow_uMdl( mmdl );
+
+ for( u32 j=0; j<challenge->submesh_count; j++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ challenge->submesh_start + j );
+
+ if( sm->material_id != last_material ){
+ last_material = sm->material_id;
+
+ pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
+ }
+
+ mdl_draw_submesh( sm );
+ }
+ }
+
+ /* render texts */
+ font3d_bind( &gui.font, &skaterift.cam );
+ shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );