vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
&world->mesh_no_collide,
- 200000, 500000 );
+ 250000, 500000 );
for( u32 i=0; i<world->surface_count; i++ ){
struct world_surface *surf = &world->surfaces[ i ];
glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
glBufferSubData( GL_UNIFORM_BUFFER, 0,
sizeof(struct ub_world_lighting), &world->ub_lighting );
+
+ /* yes we are using this as the entity begin thing. FIXME */
+ world->probabilities[ k_probability_curve_constant ] = 1.0f;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_audio); i++ ){
+ ent_audio *audio = mdl_arritm(&world->ent_audio,i);
+ if( audio->flags & AUDIO_FLAG_AUTO_START ){
+ ent_call call;
+ call.data = NULL;
+ call.function = k_ent_function_trigger;
+ call.id = mdl_entity_id( k_ent_audio, i );
+ entity_call( world, &call );
+ }
+ }
}
/* Loads textures from the pack file */