interp test 1
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.h
index d2b17bbeed54127cf0ab76afff13de51c77a5c06..f25f68b6ffc8794226fc78a59321dbe29b9012e8 100644 (file)
@@ -57,10 +57,6 @@ struct player_board{
                board;
 };
 
-struct board_pose {
-   f32 lean;
-};
-
 struct player_model{
    struct dynamic_model_1texture mdl;
 };
@@ -70,24 +66,28 @@ enum board_shader{
    k_board_shader_entity
 };
 
-VG_STATIC void dynamic_model_load( mdl_context *ctx,
+static void dynamic_model_load( mdl_context *ctx,
                                    struct dynamic_model_1texture *mdl, 
                                    const char *path );
-VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl );
+static void dynamic_model_unload( struct dynamic_model_1texture *mdl );
 
-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 player_board_load( struct player_board *mdl, const char *path );
+static void player_board_unload( struct player_board *mdl );
 
-VG_STATIC void player_model_load( struct player_model *board, const char *path);
-VG_STATIC void player_model_unload( struct player_model *board );
+static void player_model_load( struct player_model *board, const char *path);
+static void player_model_unload( struct player_model *board );
 
-VG_STATIC void render_board( camera *cam, world_instance *world,
+static void render_board( camera *cam, world_instance *world,
                              struct player_board *board, m4x3f root,
-                             struct board_pose *pose,
+                             struct player_board_pose *pose,
                              enum board_shader shader );
 
-VG_STATIC void render_playermodel( camera *cam, world_instance *world,
+static void render_playermodel( camera *cam, world_instance *world,
+                                   int depth_compare,
                                    struct player_model *model,
-                                   struct skeleton *skeleton );
+                                   struct skeleton *skeleton,
+                                   m4x3f *final_mtx );
+static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
+                                      m4x3f *final_mtx );
 
 #endif /* PLAYER_RENDER_H */