world->geo_bh = scene_bh_create( world_global.generic_heap,
world->scene_geo );
- v3_zero( world->rb_geo.co );
- q_identity( world->rb_geo.q );
+ v3_zero( world->rb_geo.rb.co );
+ v3_zero( world->rb_geo.rb.v );
+ q_identity( world->rb_geo.rb.q );
+ v3_zero( world->rb_geo.rb.w );
world->rb_geo.type = k_rb_shape_scene;
world->rb_geo.inf.scene.bh_scene = world->geo_bh;
- world->rb_geo.is_world = 1;
- rb_init( &world->rb_geo );
+ rb_init_object( &world->rb_geo );
/*
* Generate scene: non-collidable geometry
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
- render_fb_bind( &world->heightmap );
+ render_fb_bind( &world->heightmap, 0 );
shader_blitcolour_use();
shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
render_fsquad();