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++ ){