}
VG_STATIC void world_routes_place_curve( world_instance *world,
- v4f h[4], v3f n0, v3f n2 )
+ v4f h[3], v3f n0, v3f n2 )
{
float t;
v3f p, pd;
}
for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
- ent_route_node *rn = mdl_arritm( &world->ent_route, i );
+ ent_route_node *rn = mdl_arritm( &world->ent_route_node, i );
rn->ref_count = 0;
rn->ref_total = 0;
}
mesh_bind( &world_global.mesh_gate );
/* skip writing into the motion vectors for this */
- /* TODO: draw future gate if the one we're looking through is to be passed,
- * instead of current gate */
glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){