X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=84558a20f392c591449057d404d77f432b176849;hb=e70b6d550d63af95cafd9ffdee1918faf02a6892;hp=f44d265aa5a6e0271ae625af3f473ae741b8b351;hpb=7a2032debc2c3bff7e4f795f39fd0e798186b4c2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index f44d265..84558a2 100644 --- a/world_water.h +++ b/world_water.h @@ -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 )