a couple fixmes related to allocations
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index 7d67b136893d80753bea1f776d24d3e9620145e2..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 );
 
    /* 
@@ -101,7 +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 );
 
@@ -121,7 +121,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam,
    glEnable( GL_DEPTH_TEST );
    glDisable( GL_BLEND );
    render_world_depth( world, &beneath_cam );
-   glViewport( 0,0, g_render_x, g_render_y );
+   //glViewport( 0,0, g_render_x, g_render_y );
 }
 
 VG_STATIC void render_water_surface( world_instance *world, camera *cam )