/*
* Draw world
*/
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
glCullFace( GL_FRONT );
render_world( world, &water_cam, layer_depth );
glCullFace( GL_BACK );
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 );
}