return;
}
+ glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
+
const char *shader_path;
#ifdef RELEASE
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.52941176470588f, 0.8078431372549f, 0.92156862745098f, 1.0f);
+ if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
+ pthread_mutex_lock(&client.mtx);
+ (void) (write_u32(client.fd, SC_GETBLOCK) && write_v3s32(client.fd, (v3s32) {0, 0, 0}));
+ pthread_mutex_unlock(&client.mtx);
+ };
+
scene_render(client.scene, prog);
glfwSwapBuffers(window);