m4x3_copy( gate->to_world, mmdl );
if( gate->flags & k_ent_gate_custom_mesh ){
+ shader_model_gate_uMdl( mmdl );
mesh_bind( &world->mesh_no_collide );
for( u32 i=0; i<gate->submesh_count; i++ ){
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
else {
m3x3_scale( mmdl, (v3f){ gate->dimensions[0],
gate->dimensions[1], 1.0f } );
-
+ shader_model_gate_uMdl( mmdl );
mesh_bind( &world_gates.mesh );
mdl_draw_submesh( &world_gates.sm_surface );
}
- shader_model_gate_uMdl( mmdl );
-
glClear( GL_DEPTH_BUFFER_BIT );
glStencilFunc( GL_EQUAL, 1, 0xFF );
glStencilMask( 0x00 );