float *target = &display->buffer[i],
*cur = target+display->w*display->h;
- float const rate = ktimestep*15.2313131414f;
+ float const rate = vg.time_delta * 15.2313131414f;
float d1 = *target-*cur;
if( fabsf(d1) > rate )
m4x3f identity;
m4x3_identity( identity );
- for( int i=0;i<8;i++ )
+ for( int i=4;i<6;i++ )
{
u32 vert_start = sfd->mesh.vertex_count;
scene_add_submesh( &sfd->mesh, mboard, card, identity );