void RenderGame()
{
Game.World.draw(); // draw world (this is done outside of 'switch(Renderer())' because world automatically detects active rendering mode)
/*
switch(Renderer())
{
case RM_PREPARE:
{
player1.drawPrepare();
player2.drawPrepare();
}break;
}
*/
}
void DrawGame()
{
Gui.draw();
if(BL.draw())return; // this needs to be at the start of 'Draw' function
Renderer(RenderGame);
/*
D.text(0, +0.00, S+"dist : " + Cam.dist);
D.text(0, -0.08, S+"pitch : " + Cam.pitch);
D.text(0, -0.16, S+"roll : " + Cam.roll);
D.text(0, -0.24, S+"yaw : " + Cam.yaw);
D.text(0, -0.32, S+"at : " + Cam.at);
D.text(0, -0.40, S+"pos : " + Cam.matrix.pos);
*/
}