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[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_water.h
diff --git
a/world_water.h
b/world_water.h
index 5dd1b919c3ebd958262d9f4219441e841a9c00fb..84558a20f392c591449057d404d77f432b176849 100644
(file)
--- a/
world_water.h
+++ b/
world_water.h
@@
-55,7
+55,7
@@
VG_STATIC void render_water_texture( world_instance *world, camera *cam,
return;
/* Draw reflection buffa */
return;
/* Draw reflection buffa */
- render_fb_bind( gpipeline.fb_water_reflection );
+ render_fb_bind( gpipeline.fb_water_reflection
, 1
);
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
/*
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
/*
@@
-101,7
+101,7
@@
VG_STATIC void render_water_texture( world_instance *world, camera *cam,
* Create beneath view matrix
*/
camera beneath_cam;
* Create beneath view matrix
*/
camera beneath_cam;
- render_fb_bind( gpipeline.fb_water_beneath );
+ render_fb_bind( gpipeline.fb_water_beneath
, 1
);
glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
@@
-121,7
+121,7
@@
VG_STATIC void render_water_texture( world_instance *world, camera *cam,
glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
render_world_depth( world, &beneath_cam );
glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
render_world_depth( world, &beneath_cam );
-
glViewport( 0, 0, vg.window_x, vg.window
_y );
+
//glViewport( 0,0, g_render_x, g_render
_y );
}
VG_STATIC void render_water_surface( world_instance *world, camera *cam )
}
VG_STATIC void render_water_surface( world_instance *world, camera *cam )