#include "vg/vg.h"
VG_STATIC float cl_fov = 0.86f,
- cl_blur_strength = 2.0f;
+ cl_blur_strength = 0.3f;
VG_STATIC int cl_blur = 1,
cl_playermdl_id = 0;
#include "scene.h"
#include "distq.h"
+#include <math.h>
+
VG_STATIC void rb_tangent_basis( v3f n, v3f tx, v3f ty );
VG_STATIC bh_system bh_system_rigidbodies;
VG_STATIC void rb_iter( rigidbody *rb )
{
- if( isnanf( rb->v[0] ) ||
- isnanf( rb->v[1] ) ||
- isnanf( rb->v[2] ) )
+ if( !vg_validf( rb->v[0] ) ||
+ !vg_validf( rb->v[1] ) ||
+ !vg_validf( rb->v[2] ) )
{
vg_fatal_exit_loop( "NaN velocity" );
}
VG_STATIC void render_player_transparent(void)
{
- camera small_cam;
+ static camera small_cam; /* DOES NOT NEED TO BE STATIC BUT MINGW
+ SAIS OTHERWISE */
+
m4x3_copy( main_camera.transform, small_cam.transform );
small_cam.fov = main_camera.fov;