Fixes an issue where it would render the reflection of water, or the
opposite side of the warpzone, instead of where the actual frustum is.
There's probably a better solution but this should be fine for now.
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12835
d7cf8633-e32d-0410-b094-
e92efae38249
waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
- if (!r_water.integer || r_showsurfaces.integer)
+ if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
waterwidth = waterheight = 0;
// set up variables that will be used in shader setup