refactor build system
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index e053c42177fb515e180930775d1c2486e251b948..a747e6fc2caea0a1edc144c29de32b0538ef3a1d 100644 (file)
--- a/main.c
+++ b/main.c
@@ -166,7 +166,7 @@ void vg_start(void)
 
    if( sv_scene == 0 )
    {
-      character_load( &player.mdl, "ch_outlaw" );
+      character_load( &player.mdl, "ch_default" );
       character_init_ragdoll( &player.mdl );
 
       world_load();
@@ -231,7 +231,7 @@ static void render_main_game(void)
    gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
    m4x4_projection( vg_pv, gpipeline.fov, 
          (float)vg_window_x / (float)vg_window_y, 
-         0.1f, 2100.0f );
+         0.02f, 2100.0f );
 
    m4x4_mul( vg_pv, world_4x4, vg_pv );
 
@@ -240,20 +240,15 @@ static void render_main_game(void)
    /* 
     * Draw world
     */
-
+   
    render_world( vg_pv, player.camera );
    render_water_texture( player.camera );
 
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    render_water_surface( vg_pv, player.camera );
 
-   vg_tex2d_bind( &tex_water, 1 );
-
-   for( int i=0; i<world.gate_count; i++ )
-   {
-      render_gate( &world.gates[i], player.camera );
-   }
-
+   vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
+   render_world_gates( vg_pv, player.camera );
    
    /* Copy the RGB of what we have into the background buffer */
    glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );