VG_STATIC void world_post_process( world_instance *world )
{
world_compute_light_indices( world );
-
- vg_async_item *call = vg_async_alloc(0);
- call->payload = world;
- vg_async_dispatch( call, async_world_postprocess_render );
+ vg_async_call( async_world_postprocess_render, world, 0 );
}
VG_STATIC void world_process_resources( world_instance *world )
mdl_load_mesh_block( meta, world->heap );
mdl_load_array( meta, &world->ent_gate, "ent_gate", heap );
+ mdl_load_array( meta, &world->ent_camera, "ent_camera", heap );
mdl_load_array( meta, &world->ent_spawn, "ent_spawn", heap );
mdl_load_array( meta, &world->ent_light, "ent_light", heap );
mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap );
mdl_load_array( meta, &world->ent_audio, "ent_audio", heap );
mdl_load_array( meta, &world->ent_volume, "ent_volume", heap );
mdl_load_array( meta, &world->ent_traffic, "ent_traffic", heap );
+ mdl_load_array( meta, &world->ent_marker, "ent_marker", heap );
+ mdl_load_array( meta, &world->ent_skateshop, "ent_skateshop", heap );
+ mdl_load_array( meta, &world->ent_swspreview,"ent_swspreview", heap );
/* process resources from pack */
world_process_resources( world );