if( !player_transparent && player_draw )
player__render( &main_camera, &localplayer );
-
render_water_texture( view_world, &main_camera, 0 );
render_fb_bind( gpipeline.fb_main );
render_water_surface( view_world, &main_camera );
/* Other shite */
glDisable(GL_BLEND);
- glDisable( GL_DEPTH_TEST );
+ glDisable(GL_DEPTH_TEST);
vg_lines_drawall();
glViewport( 0,0, vg.window_x, vg.window_y );
}