my fucking fingers
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 33724245771fe10b0f07a3a13d5e74ee9e883fbe..8f2521538ca9719b7c83b93dccf3a27553f49e0c 100644 (file)
@@ -5,6 +5,7 @@
 #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"
@@ -60,6 +61,7 @@ VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
    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 );
@@ -159,8 +161,7 @@ VG_STATIC void player__pre_render( player_instance *player )
       _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;
 
@@ -305,6 +306,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
       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 );
@@ -438,7 +440,7 @@ PLAYER_API void player__render( camera *cam, player_instance *player )
    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],