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scraped a small amount of crap
[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_water.h
diff --git
a/world_water.h
b/world_water.h
index 22de2c9bfb01ee4c9b5c37ce0f55adf18277a403..5dd1b919c3ebd958262d9f4219441e841a9c00fb 100644
(file)
--- a/
world_water.h
+++ b/
world_water.h
@@
-48,7
+48,8
@@
VG_STATIC void world_bind_light_index( world_instance *world,
/*
* Does not write motion vectors
*/
/*
* Does not write motion vectors
*/
-VG_STATIC void render_water_texture( world_instance *world, camera *cam )
+VG_STATIC void render_water_texture( world_instance *world, camera *cam,
+ int layer_depth )
{
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
{
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
@@
-90,8
+91,10
@@
VG_STATIC void render_water_texture( world_instance *world, camera *cam )
/*
* Draw world
*/
/*
* Draw world
*/
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
glCullFace( GL_FRONT );
glCullFace( GL_FRONT );
- render_world( world, &water_cam );
+ render_world( world, &water_cam
, layer_depth
);
glCullFace( GL_BACK );
/*
glCullFace( GL_BACK );
/*
@@
-115,6
+118,8
@@
VG_STATIC void render_water_texture( world_instance *world, camera *cam )
m4x4_clip_projection( beneath_cam.mtx.p, clippb );
camera_finalize( &beneath_cam );
m4x4_clip_projection( beneath_cam.mtx.p, clippb );
camera_finalize( &beneath_cam );
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
render_world_depth( world, &beneath_cam );
glViewport( 0, 0, vg.window_x, vg.window_y );
}
render_world_depth( world, &beneath_cam );
glViewport( 0, 0, vg.window_x, vg.window_y );
}