private void Render(int time)
{
// TODO:
/*rLight.origin = lightOrigin.ToVec3();
rLight.shaderParms[SHADERPARM_RED] = lightColor.x();
rLight.shaderParms[SHADERPARM_GREEN] = lightColor.y();
rLight.shaderParms[SHADERPARM_BLUE] = lightColor.z();*/
/*world->UpdateLightDef(lightDef, &rLight);*/
/*if(worldEntity.hModel)
{
if(updateAnimation)
{
BuildAnimation(time);
}
if(modelAnim)
{
if(time > animEndTime)
{
animEndTime = time + animLength;
}
gameEdit->ANIM_CreateAnimFrame(worldEntity.hModel, modelAnim, worldEntity.numJoints, worldEntity.joints, animLength - (animEndTime - time), vec3_origin, false);
}
worldEntity.axis = idAngles(modelRotate.x(), modelRotate.y(), modelRotate.z()).ToMat3();
world->UpdateEntityDef(modelDef, &worldEntity);
}*/
}
#endregion