Searched refs:m_RenderWater (Results 1 – 6 of 6) sorted by relevance
78 bool m_RenderWater; variable
87 m_RenderWater = false; // disabled until textures are successfully loaded in WaterManager()200 m_RenderWater = true; in LoadWaterTextures()357 m_RenderWater = true; in LoadWaterTextures()1151 return m_RenderWater && m_WaterEffects && g_Renderer.GetCapabilities().m_PrettyWater; in WillRenderFancyWater()
1520 if (m_WaterManager->m_RenderWater) in RenderSubmissions()1553 if (m_WaterManager->m_RenderWater && g_Game && waterScissor.GetVolume() > 0) in RenderSubmissions()1860 if (m_WaterManager->m_RenderWater) in RenderScene()
749 if (WaterMgr->m_RenderWater && WaterMgr->WillRenderFancyWater()) in Render()
660 WaterMgr->m_RenderWater = false; in RenderFancyWater()
456 m.OldWater = g_Renderer.GetWaterManager()->m_RenderWater; in SetEnabled()457 g_Renderer.GetWaterManager()->m_RenderWater = m.WaterEnabled; in SetEnabled()464 g_Renderer.GetWaterManager()->m_RenderWater = m.OldWater; in SetEnabled()