q_nlerp( xform.q, mark_display->transform.q, t, xform.q );
v3_lerp( xform.s, mark_display->transform.s, t, xform.s );
+ struct board_pose pose = {0};
m4x3f mmdl;
mdl_transform_m4x3( &xform, mmdl );
- render_board( &main_camera, world, board, mmdl, k_board_shader_entity );
+ render_board( &main_camera, world, board, mmdl,
+ &pose, k_board_shader_entity );
fade_out:;
float rate = 5.0f*vg.time_delta;