int main( int argc, char *argv[] )
{
vg_mem.use_libc_malloc = 0;
- vg_set_mem_quota( 128*1024*1024 );
+ vg_set_mem_quota( 160*1024*1024 );
vg_enter( argc, argv, "Voyager Game Engine" );
return 0;
vg_release_thread_sync();
/* FIXME: hack */
- shader_viewchar_register();
+ shader_model_character_view_register();
vg_acquire_thread_sync();
{
vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
int player_transparent = 1,
player_draw = 1;
+#if 0
+ if( (localplayer.subsystem == k_player_subsystem_dead) ||
+ (localplayer.camera_mode == k_cam_thirdperson) )
+ player_transparent = 0;
+#endif
+
if( !player_transparent && player_draw )
player__render( &main_camera, &localplayer );
main_camera.farz = 2100.0f;
camera_update_transform( &main_camera );
+
+ if( localplayer.gate_waiting )
+ {
+ m3x3_mul( localplayer.basis_gate, main_camera.transform,
+ main_camera.transform );
+ }
+ else
+ {
+ m3x3_mul( localplayer.basis, main_camera.transform,
+ main_camera.transform );
+ }
+
camera_update_view( &main_camera );
camera_update_projection( &main_camera );
camera_finalize( &main_camera );