modular stuffs
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index f44d265aa5a6e0271ae625af3f473ae741b8b351..84558a20f392c591449057d404d77f432b176849 100644 (file)
@@ -55,7 +55,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam,
       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 );
 
    /* 
@@ -91,6 +91,8 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam,
    /*
     * Draw world
     */
+   glEnable( GL_DEPTH_TEST );
+   glDisable( GL_BLEND );
    glCullFace( GL_FRONT );
    render_world( world, &water_cam, layer_depth );
    glCullFace( GL_BACK );
@@ -99,7 +101,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam,
     * 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 );
 
@@ -116,8 +118,10 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam,
    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 )