}
render_world( projection, cam_new );
-
+
if( grender.high_qual )
{
/*
}
else
{
+ glDisable( GL_STENCIL_TEST );
+
+ render_water_texture( cam_new );
+ fb_use( NULL );
+ glEnable( GL_STENCIL_TEST );
+
+ render_water_surface( projection, cam_new );
+
glStencilMask( 0xFF );
glStencilFunc( GL_ALWAYS, 1, 0xFF );
glDisable( GL_STENCIL_TEST );