v3_copy( gate->co[1], recv_to_world[3] );
m4x3_mul( recv_to_world, to_local, gate->transport );
- m4x3_scalev( gate->to_world, (v3f){ gate->dimensions[0],
- gate->dimensions[1], 1.0f } );
+ m3x3_scale( gate->to_world, (v3f){ gate->dimensions[0],
+ gate->dimensions[1], 1.0f } );
}
VG_STATIC void world_gates_init(void)
glDisable( GL_STENCIL_TEST );
render_water_texture( world_inside, &gate_camera, layer_depth );
- render_fb_bind( gpipeline.fb_main );
+ render_fb_bind( gpipeline.fb_main, 1 );
glEnable( GL_STENCIL_TEST );