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 )