/////////////////////////////////////////////////////////////////// // Render water that is part of the terrain void TerrainRenderer::RenderWater() { WaterManager* WaterMgr = g_Renderer.GetWaterManager(); if (!WaterMgr->WillRenderFancyWater() || !RenderFancyWater()) RenderSimpleWater(); }
/////////////////////////////////////////////////////////////////// // Render water that is part of the terrain void TerrainRenderer::RenderWater(const CShaderDefines& context, ShadowMap* shadow) { WaterManager* WaterMgr = g_Renderer.GetWaterManager(); if (!WaterMgr->WillRenderFancyWater()) RenderSimpleWater(); else RenderFancyWater(context, shadow); }