});
}
-static void render()
+static void render(f64 dtime)
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_ALPHA_TEST);
glFrontFace(GL_CCW);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- scene_render();
+ scene_render(dtime);
glDisable(GL_CULL_FACE);
sky_render();
debug_menu_update_daylight();
debug_menu_update_sun_angle();
- render();
+ render(dtime);
glfwSwapBuffers(window.handle);
glfwPollEvents();
// render scene
glBindFramebuffer(GL_FRAMEBUFFER, FBOs[0]);
- render();
+ render(0.0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// blit AA-buffer into no-AA buffer