glBufferSubData( GL_UNIFORM_BUFFER, 0,
sizeof(struct ub_world_lighting), &world->ub_lighting );
- render_world( world, &cam, 0, 0, 1, 1 );
+ render_world( world, &cam, 0, 0, 0, 0 );
struct player_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 );