vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
&tex_terrain_noise );
- vg_async_item *call = vg_async_alloc(0);
- vg_async_dispatch( call, async_world_render_init );
+
+ vg_async_call( async_world_render_init, NULL, 0 );
}
VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )