shader_sky_uMdl(identity_matrix);
shader_sky_uPv(full);
shader_sky_uTexGarbage(0);
- shader_sky_uTime( vg.time );
+ shader_sky_uTime( world.sky_time );
vg_tex2d_bind( &tex_terrain_noise, 0 );
float closest = INFINITY;
int id = 0;
- for( int i=0; i<world.routes.gate_count; i++ )
+ for( int i=0; i<world_routes.gate_count; i++ )
{
- struct route_gate *rg = &world.routes.gates[i];
+ struct route_gate *rg = &world_routes.gates[i];
float dist = v3_dist2( rg->gate.co[0], camera[3] );
if( dist < closest )
}
}
- render_gate( &world.routes.gates[id].gate, playerco, camera );
+ render_gate( &world_routes.gates[id].gate, playerco, camera );
v3_lerp( world.render_gate_pos,
- world.routes.gates[id].gate.co[0],
+ world_routes.gates[id].gate.co[0],
1.0f,
world.render_gate_pos );
}
int closest = 0;
float min_dist = INFINITY;
- for( int i=0; i<world.routes.route_count; i++ )
+ for( int i=0; i<world_routes.route_count; i++ )
{
- float dist = v3_dist2( world.routes.routes[i].scoreboard_transform[3],
+ float dist = v3_dist2( world_routes.routes[i].scoreboard_transform[3],
camera[3] );
if( dist < min_dist )
}
sfd_render( &world.sfd.tester, projection, camera[3],
- world.routes.routes[closest].scoreboard_transform );
+ world_routes.routes[closest].scoreboard_transform );
}
static void render_world_depth( m4x4f projection, m4x3f camera )