shader_blitblur_register();
shader_blitcolour_register();
- vg_async_item *call = vg_async_alloc(0);
- vg_async_dispatch( call, async_render_init );
+ vg_async_call( async_render_init, NULL, 0 );
}
/*
vg_console_load_autos();
- vg_async_item *call = vg_async_alloc(0);
- vg_async_dispatch( call, async_skaterift_complete );
+ vg_async_call( async_skaterift_complete, NULL, 0 );
}
VG_STATIC void draw_origin_axis(void)
VG_STATIC void world_post_process( world_instance *world )
{
world_compute_light_indices( world );
-
- vg_async_item *call = vg_async_alloc(0);
- call->payload = world;
- vg_async_dispatch( call, async_world_postprocess_render );
+ vg_async_call( async_world_postprocess_render, world, 0 );
}
VG_STATIC void world_process_resources( world_instance *world )
vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
&tex_terrain_noise );
- vg_async_item *call = vg_async_alloc(0);
- vg_async_dispatch( call, async_world_render_init );
+
+ vg_async_call( async_world_render_init, NULL, 0 );
}
VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )