/*
* Does not write motion vectors
*/
-VG_STATIC void render_water_texture( world_instance *world, camera *cam )
+VG_STATIC void render_water_texture( world_instance *world, camera *cam,
+ int layer_depth )
{
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
/* Draw reflection buffa */
- render_fb_bind( gpipeline.fb_water_reflection );
+ render_fb_bind( gpipeline.fb_water_reflection, 1 );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
/*
/*
* Draw world
*/
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
glCullFace( GL_FRONT );
- render_world( world, &water_cam );
+ render_world( world, &water_cam, layer_depth );
glCullFace( GL_BACK );
/*
* Create beneath view matrix
*/
camera beneath_cam;
- render_fb_bind( gpipeline.fb_water_beneath );
+ render_fb_bind( gpipeline.fb_water_beneath, 1 );
glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
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 );
+ //glViewport( 0,0, g_render_x, g_render_y );
}
VG_STATIC void render_water_surface( world_instance *world, camera *cam )