- vg_tex2d_bind( &tex_scoretext, 1 );
-
- shader_scoretext_uPv( projection );
- shader_scoretext_uMdl( transform );
- shader_scoretext_uCamera( camera );
-
- for( int y=0;y<world.sfd.h; y++ )
- {
- for( int x=0; x<world.sfd.w; x++ )
- {
- float value = world.sfd.buffer[(y*world.sfd.w+x)*2+1];
- shader_scoretext_uInfo( (v3f){ x,y, value } );
- mesh_draw( &world.sfd.mesh_display );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, tex_scoretex );
+
+ m4x4f pvm_prev;
+ m4x3_expand( transform, pvm_prev );
+ m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
+
+ shader_scene_scoretext_uPv( cam->mtx.pv );
+ shader_scene_scoretext_uPvmPrev( pvm_prev );
+ shader_scene_scoretext_uMdl( transform );
+ shader_scene_scoretext_uCamera( cam->transform[3] );
+
+ for( int y=0;y<world_global.sfd.h; y++ ){
+ for( int x=0; x<world_global.sfd.w; x++ ){
+ float value = world_global.sfd.buffer[(y*world_global.sfd.w+x)*2+1];
+ shader_scene_scoretext_uInfo( (v3f){ x,y, value } );
+ mesh_draw( &world_global.sfd.mesh_display );