sizeof(struct ub_world_lighting), &world->ub_lighting );
render_world( world, &cam, 1 );
- render_board( &cam, world, board, mmdl, k_board_shader_entity );
- render_board( &cam, world, board, mmdl1, k_board_shader_entity );
+ struct board_pose pose = {0};
+ render_board( &cam, world, board, mmdl, &pose, k_board_shader_entity );
+ render_board( &cam, world, board, mmdl1, &pose, k_board_shader_entity );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );