- // render the normal view scene and copy into texture
- // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
- if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
- {
- r_refdef.view = myview;
- r_refdef.view.clipplane = p->plane;
- VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
- r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
- PlaneClassify(&r_refdef.view.clipplane);
-
- R_ResetViewRendering3D();
- R_ClearScreen(r_refdef.fogenabled);
- R_View_Update();
- R_RenderScene();
-
- R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
- }
-