float probabilities[3];
v3i light_cubes;
- struct framebuffer heightmap;
+ vg_framebuffer *heightmap;
/*
* Dynamically allocated when world_load is called.
mdl_submesh sm_geo,
sm_no_collide;
u32 flags;
+ u32 alpha_tex;
}
* surfaces;
u32 surface_count;
/* graphics */
glmesh mesh_route_lines;
glmesh mesh_geo,
- mesh_no_collide,
- mesh_water;
+ mesh_no_collide;
u32 cubemap_cooldown, cubemap_side;
/* leaderboards */