-static void world_link_lighting_ub( world_instance *world, GLuint shader );
-static void world_bind_position_texture( world_instance *world,
- GLuint shader, GLuint location,
- int slot );
-static void world_bind_light_array( world_instance *world,
- GLuint shader, GLuint location,
- int slot );
-static void world_bind_light_index( world_instance *world,
- GLuint shader, GLuint location,
- int slot );
-static void render_world_position( world_instance *world, camera *cam );
-static void render_world_depth( world_instance *world, camera *cam );
-static void render_world( world_instance *world, camera *cam,
- int layer_depth );
-static void render_world_cubemaps( world_instance *world );
-static void bind_terrain_noise(void);
-static void render_world_override( world_instance *world,
- world_instance *lighting_source,
- m4x3f mmdl );
+void world_prerender( world_instance *world );
+void world_link_lighting_ub( world_instance *world, GLuint shader );
+void world_bind_position_texture( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+void render_world_position( world_instance *world, vg_camera *cam );
+void render_world_depth( world_instance *world, vg_camera *cam );
+void render_world( world_instance *world, vg_camera *cam,
+ int stenciled, int viewing_from_gate,
+ int with_water, int with_cubemaps );
+void render_world_cubemaps( world_instance *world );
+void bind_terrain_noise(void);
+void render_world_override( world_instance *world,
+ world_instance *lighting_source,
+ m4x3f mmdl,
+ vg_camera *cam,
+ ent_spawn *dest_spawn, v4f map_info );
+void render_world_gates( world_instance *world, vg_camera *cam );
+void imgui_world_light_edit( world_instance *world );