- world_instance *dest_world = &world_global.worlds[ gate->target ];
- render_gate( dest_world, gate, cam, layer_depth );
+ if( skaterift.async_op != k_async_op_world_loading &&
+ skaterift.async_op != k_async_op_world_preloading ){
+ world_instance *dest_world = &world_global.worlds[ gate->target ];
+ render_gate( dest_world, gate, cam, layer_depth );
+ }