+VG_STATIC void world_render_both_stages( enum mdl_shader shader,
+ void (*bind_point)(struct world_material *mat))
+{
+ mesh_bind( &world.mesh_geo );
+ world_render_if( shader, k_geo_type_solid, bind_point );
+
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world.mesh_no_collide );
+ world_render_if( shader, k_geo_type_nonsolid, bind_point );
+ glEnable( GL_CULL_FACE );
+}
+
+VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
+{
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
+}
+
+VG_STATIC void render_world_vb( camera *cam )