#include "player_render.h"
#include "camera.h"
#include "player_model.h"
+#include "ent_skateshop.h"
#include "shaders/model_character_view.h"
#include "shaders/model_board_view.h"
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 );
_player_post_animate[ player->subsystem ]( player );
struct player_avatar *av = player->playeravatar;
-
- struct player_board *board = player->board;
+ struct player_board *board = player_get_player_board( player );
v3f vp0, vp1;
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 );
mesh_bind( &player->playermodel->mesh );
mesh_draw( &player->playermodel->mesh );
- struct player_board *board = player->board;
+ struct player_board *board = player_get_player_board( player );
render_board( cam, world, board, player->playeravatar->sk.final_mtx[
player->playeravatar->id_board],