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 );
/*
* 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 );
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 )