glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
- render_world( localplayer.viewable_world, &skaterift.cam, 1 );
+ render_world( world_current_instance(), &skaterift.cam, 0, 0, 1, 1 );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );
camera_update_projection( &cam );
camera_finalize( &cam );
- world_instance *world = localplayer.viewable_world;
- render_playermodel( &cam, world, 0, &workshop_form.player_model, sk,
- localplayer.final_mtx );
+ render_playermodel( &cam, world_current_instance(), 0,
+ &workshop_form.player_model, sk, localplayer.final_mtx );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );
glBufferSubData( GL_UNIFORM_BUFFER, 0,
sizeof(struct ub_world_lighting), &world->ub_lighting );
- render_world( world, &cam, 1 );
+ render_world( world, &cam, 0, 0, 1, 1 );
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 );