shader_water_register();
}
-static void water_init( void (*newfb)(GLuint*,GLuint*,GLuint*))
+static void water_init(void)
{
- newfb( &wrender.fb, &wrender.rgb, &wrender.rb );
+ create_renderbuffer_std( &wrender.fb, &wrender.rgb, &wrender.rb );
}
static void water_set_surface( glmesh *surf, float height )
wrender.height = height;
}
-static void water_fb_resize( void (*resize)(GLuint*,GLuint*,GLuint*) )
+static void water_fb_resize(void)
{
- resize( &wrender.fb, &wrender.rgb, &wrender.fb );
+ resize_renderbuffer_std( &wrender.fb, &wrender.rgb, &wrender.rb );
}
static void render_water_texture( m4x3f camera )
m4x4_mul( projection, view, projection );
glCullFace( GL_FRONT );
- render_world( projection );
+ render_world( projection, new_cam );
glCullFace( GL_BACK );
}