+
+ if( vg_acquire_thread_sync(1) )
+ {
+ if( !fb_init( &wrender.fbreflect ) ||
+ !fb_init( &wrender.fbdepth ) )
+ {
+ vg_release_thread_sync(1);
+ return 0;
+ }
+
+ vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
+
+ vg_success( "done\n" );
+ vg_release_thread_sync(1);
+ return 1;
+ }
+ else
+ return 0;