trail rendering basics
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.c
index 980ae0204ffcc99f1f50a716fad85b4caf682e24..62e133d72d7cd31181621dae41668e32378a0645 100644 (file)
@@ -43,8 +43,7 @@ static void world_bind_light_index( world_instance *world,
 /*
  * Does not write motion vectors
  */
-static void render_water_texture( world_instance *world, camera *cam,
-                                     int layer_depth ){
+static void render_water_texture( world_instance *world, camera *cam ){
    if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
       return;
 
@@ -88,7 +87,7 @@ static void render_water_texture( world_instance *world, camera *cam,
    glEnable( GL_DEPTH_TEST );
    glDisable( GL_BLEND );
    glCullFace( GL_FRONT );
-   render_world( world, &water_cam, layer_depth );
+   render_world( world, &water_cam, 0, 1, 0, 1 );
    glCullFace( GL_BACK );
    
    /*
@@ -171,7 +170,8 @@ static void render_water_surface( world_instance *world, camera *cam ){
 
       glDisable(GL_BLEND);
    }
-   else if( vg.quality_profile == k_quality_profile_low ){
+   else if( (vg.quality_profile == k_quality_profile_low) ||
+            (vg.quality_profile == k_quality_profile_min) ){
       shader_scene_water_fast_use();
 
       glActiveTexture( GL_TEXTURE1 );