else return world->textures[ id ];
}
-#if 0
-static void bindpoint_diffuse_texture1( world_instance *world,
- struct world_surface *mat ){
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D,
- world_get_texture(world,mat->info.tex_diffuse) );
-}
-#endif
-
/*
* Passes Rendering
* ----------------------------------------------------------------------------
v4f uPlayerPos, uSpawnPos;
v4_zero( uPlayerPos );
v4_zero( uSpawnPos );
-
v3_copy( world->player_co, uPlayerPos );
if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) )