VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
{
+ if( !world.gate_count )
+ return;
+
float closest = INFINITY;
int id = 0;
int closest = 0;
float min_dist = INFINITY;
+ if( !world.route_count )
+ return;
+
for( int i=0; i<world.route_count; i++ )
{
float dist = v3_dist2( world.routes[i].scoreboard_transform[3],
}
sfd_render( projection, camera[3],
- world.routes[closest].scoreboard_transform );
+ world.routes[closest].scoreboard_transform );
}
VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera )