+static void skateshop_render_nonfocused( world_instance *world, camera *cam ){
+ for( u32 j=0; j<mdl_arrcount( &world->ent_skateshop ); j ++ ){
+ ent_skateshop *shop = mdl_arritm(&world->ent_skateshop, j );
+
+ if( shop->type != k_skateshop_type_boardshop ) continue;
+
+ f32 dist2 = v3_dist2( cam->pos, shop->transform.co ),
+ maxdist = 50.0f;
+
+ if( dist2 > maxdist*maxdist ) continue;
+ ent_marker *mark_rack = mdl_arritm( &world->ent_marker,
+ mdl_entity_id_id(shop->boards.id_rack));
+
+ u32 slot_count = vg_list_size(global_skateshop.shop_view_slots);
+ for( u32 i=0; i<slot_count; i++ ){
+ struct player_board *board = &localplayer.fallback_board;
+
+ mdl_transform xform;
+ transform_identity( &xform );
+
+ xform.co[0] = -((float)i - ((float)slot_count)*0.5f)*0.45f;
+ mdl_transform_mul( &mark_rack->transform, &xform, &xform );
+
+ struct player_board_pose pose = {0};
+ m4x3f mmdl;
+ mdl_transform_m4x3( &xform, mmdl );
+ render_board( cam, world, board, mmdl, &pose, k_board_shader_entity );
+ }
+ }
+}
+