assets.shaders.creature_skin.SetTexture(assets.textures.skins);
// TODO: extend to nearby bodies as well
for (auto c : cam.Reference().Creatures()) {
- assets.shaders.creature_skin.SetM(cam.Model(c->GetBody()) * glm::mat4(c->LocalTransform()));
+ assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
c->Draw(assets, viewport);
}