+
+ /* resources */
+ struct skeleton *sk = &localplayer.skeleton;
+ player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
+
+
+ void *alloc = vg_mem.rtmemory;
+ mdl_context *mdl = &player_glide.glider;
+
+ mdl_open( mdl, "models/glider.mdl", alloc );
+ mdl_load_metadata_block( mdl, alloc );
+
+ vg_linear_clear( vg_mem.scratch );
+
+ u32 count = mdl_arrcount( &mdl->textures );
+ player_glide.glider_textures =
+ vg_linear_alloc(alloc,vg_align8(sizeof(GLuint)*(count+1)));
+ player_glide.glider_textures[0] = vg.tex_missing;
+
+ mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
+
+ for( u32 i=0; i<count; i ++ ){
+ vg_linear_clear( vg_mem.scratch );
+ player_glide.glider_textures[i+1] = vg.tex_missing;
+
+ mdl_texture *tex = mdl_arritm( &mdl->textures, i );
+ void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
+ mdl_fread_pack_file( mdl, &tex->file, data );
+ vg_tex2d_load_qoi_async( data, tex->file.pack_size,
+ VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
+ &player_glide.glider_textures[i+1] );
+ }
+
+ mdl_close( mdl );
+}
+
+static void player_glide_transition(void){
+ localplayer.subsystem = k_player_subsystem_glide;
+ localplayer.have_glider = 0;
+
+ v3_copy( localplayer.rb.co, player_glide.rb.co );
+ v4_copy( localplayer.rb.q, player_glide.rb.q );
+ v3_copy( localplayer.rb.v, player_glide.rb.v );
+ v3_copy( localplayer.rb.w, player_glide.rb.w );
+ rb_update_matrices( &player_glide.rb );
+
+ player__begin_holdout( (v3f){0,0,0} );
+}
+
+static void player_glide_render( camera *cam, world_instance *world,
+ player_pose *pose ){
+ shader_model_entity_use();
+ shader_model_entity_uTexMain( 0 );
+ shader_model_entity_uCamera( cam->transform[3] );
+ shader_model_entity_uPv( cam->mtx.pv );
+
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
+
+ m4x3f mmdl;
+ q_m3x3( pose->root_q, mmdl );
+ v3_copy( pose->root_co, mmdl[3] );
+
+ u32 current_tex = 0xffffffff;
+ glActiveTexture( GL_TEXTURE0 );
+
+ mdl_context *mdl = &player_glide.glider;
+ mesh_bind( &player_glide.glider_mesh );
+
+ for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
+ mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
+
+ m4x3f mmmdl;
+ mdl_transform_m4x3( &mesh->transform, mmmdl );
+ m4x3_mul( mmdl, mmmdl, mmmdl );
+ shader_model_entity_uMdl( mmmdl );
+
+ for( u32 j=0; j<mesh->submesh_count; j ++ ){
+ mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
+ if( !sm->material_id ) {
+ vg_error( "Invalid material ID 0\n" );
+ continue;
+ }
+
+ mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
+ if( mat->tex_diffuse != current_tex ){
+ glBindTexture( GL_TEXTURE_2D,
+ player_glide.glider_textures[ mat->tex_diffuse ] );
+ current_tex = mat->tex_diffuse;
+ }
+
+ mdl_draw_submesh( sm );
+ }
+ }