#if 1
-#define SR_NETWORKED
-#define VG_DEVWINDOW
+//#define SR_NETWORKED
+
+#ifndef VG_RELEASE
+ #define VG_DEVWINDOW
+#endif
/*
* system headers
vg_smoothstepf(global_skateshop.factive), &skaterift.cam );
if( skaterift.activity == k_skaterift_replay ){
- replay_get_camera( &skaterift.replay, &skaterift.cam );
+ skaterift_get_replay_camera( &skaterift.cam );
}
skaterift.cam.nearz = 0.1f;
}
VG_STATIC void render_main_game(void){
- player__animate( &localplayer );
if( skaterift.activity == k_skaterift_replay ){
player__animate_from_replay( &localplayer, &skaterift.replay );
}
- else
+ else{
+ player__animate( &localplayer );
skaterift_record_frame( &skaterift.replay, 0 );
+ }
player__pre_render( &localplayer );
skaterift_composite_maincamera();
it up with the oblique rendering inside the
portals */
- world_render_challenges( localplayer.viewable_world );
-
/* continue with variable rate */
render_scene_gate_subview();