struct skeleton sk;
u32 id_hip,
+ id_chest,
id_ik_hand_l,
id_ik_hand_r,
id_ik_elbow_l,
k_board_shader_entity
};
-VG_STATIC void player_board_load( struct player_board *mdl, const char *path );
-VG_STATIC void player_board_unload( struct player_board *mdl );
+static void dynamic_model_load( mdl_context *ctx,
+ struct dynamic_model_1texture *mdl,
+ const char *path );
+static void dynamic_model_unload( struct dynamic_model_1texture *mdl );
-VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl );
-VG_STATIC void render_board( camera *cam, world_instance *world,
+static void player_board_load( struct player_board *mdl, const char *path );
+static void player_board_unload( struct player_board *mdl );
+
+static void player_model_load( struct player_model *board, const char *path);
+static void player_model_unload( struct player_model *board );
+
+static void render_board( camera *cam, world_instance *world,
struct player_board *board, m4x3f root,
+ struct player_board_pose *pose,
enum board_shader shader );
+static void render_playermodel( camera *cam, world_instance *world,
+ int depth_compare,
+ struct player_model *model,
+ struct skeleton *skeleton,
+ m4x3f *final_mtx );
+static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
+ m4x3f *final_mtx );
+static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+ player_pose *posed );
+
#endif /* PLAYER_RENDER_H */