void (*fn_set_uPvmPrev)( m4x4f pvm );
};
-VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
+/* TODO: high level control pass renders. */
+
+VG_STATIC
+void world_render_if( world_instance *world, struct world_pass *pass )
{
for( int i=0; i<world->surface_count; i++ ){
struct world_surface *mat = &world->surfaces[i];
}
}
+VG_STATIC
+void world_render_challenges( world_instance *world ){
+ if( !world ) return;
+
+ shader_scene_fxglow_use();
+ for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+ ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i);
+
+ m4x3f mmdl;
+ mdl_transform_m4x3( &challenge->transform, mmdl );
+ shader_scene_fxglow_uMdl( mmdl );
+ }
+}
+
VG_STATIC
void world_render_both_stages( world_instance *world, struct world_pass *pass )
{
}
VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
- glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+ //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
shader_scene_fxglow_use();
shader_scene_fxglow_uTexMain(1);
world_render_both_stages( world, &pass );
glEnable(GL_CULL_FACE);
- glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
+ //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
}
VG_STATIC void bindpoint_terrain( world_instance *world,