mdl_close( &ctx );
}
+/* TODO: allow error handling */
VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
{
vg_linear_clear( vg_mem.scratch );
shader_model_board_view_uTexSceneDepth( 1 );
render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+
inverse[2] = main_camera.farz-main_camera.nearz;
shader_model_board_view_uInverseRatioDepth( inverse );