#include "player.h"
-VG_STATIC player_instance localplayer;
+static player_instance localplayer;
VG_STATIC struct player_avatar localplayer_avatar;
VG_STATIC glmesh localplayer_meshes[3];
vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
int main( int argc, char *argv[] )
{
- vg_mem.use_libc_malloc = 0;
+ vg_mem.use_libc_malloc = 1;
vg_set_mem_quota( 160*1024*1024 );
vg_enter( argc, argv, "Voyager Game Engine" );
return;
}
- render_world( view_world, &main_camera );
+ render_world( view_world, &main_camera, 0 );
int player_transparent = 1,
player_draw = 1;
player__render( &main_camera, &localplayer );
- render_water_texture( view_world, &main_camera );
+ render_water_texture( view_world, &main_camera, 0 );
render_fb_bind( gpipeline.fb_main );
render_water_surface( view_world, &main_camera );
- render_world_gates( view_world, &main_camera );
+
+ int depth = 1;
+ if( localplayer.gate_waiting ) depth = 0;
+ render_world_gates( view_world, &main_camera, depth );
if( player_transparent && player_draw )
render_player_transparent();