Radegast.Rendering.SceneWindow.DrawWaterQuad C# (CSharp) Method

DrawWaterQuad() private method

private DrawWaterQuad ( float x, float y, float z ) : void
x float
y float
z float
return void
        void DrawWaterQuad(float x, float y, float z)
        {
            normalUV = waterUV * kNormalMapScale;
            normalMove += waterFlow * kNormalMapScale * lastFrameTime;
            move += waterFlow * lastFrameTime;

            if (RenderSettings.HasMultiTexturing)
            {
                GL.MultiTexCoord2(TextureUnit.Texture0, 0f, waterUV);
                GL.MultiTexCoord2(TextureUnit.Texture1, 0f, waterUV - move);
                GL.MultiTexCoord2(TextureUnit.Texture2, 0f, normalUV + normalMove);
                GL.MultiTexCoord2(TextureUnit.Texture3, 0f, 0f);
                GL.MultiTexCoord2(TextureUnit.Texture4, 0f, 0f);
            }
            GL.Vertex3(x, y, z);

            if (RenderSettings.HasMultiTexturing)
            {
                GL.MultiTexCoord2(TextureUnit.Texture0, waterUV, waterUV);
                GL.MultiTexCoord2(TextureUnit.Texture1, waterUV, waterUV - move);
                GL.MultiTexCoord2(TextureUnit.Texture2, normalUV, normalUV + normalMove);
                GL.MultiTexCoord2(TextureUnit.Texture3, 0f, 0f);
                GL.MultiTexCoord2(TextureUnit.Texture4, 0f, 0f);
            }
            GL.Vertex3(x + 256f, y, z);

            if (RenderSettings.HasMultiTexturing)
            {
                GL.MultiTexCoord2(TextureUnit.Texture0, waterUV, 0f);
                GL.MultiTexCoord2(TextureUnit.Texture1, waterUV, 0f - move);
                GL.MultiTexCoord2(TextureUnit.Texture2, normalUV, 0f + normalMove);
                GL.MultiTexCoord2(TextureUnit.Texture3, 0f, 0f);
                GL.MultiTexCoord2(TextureUnit.Texture4, 0f, 0f);
            }
            GL.Vertex3(x + 256f, y + 256f, z);

            if (RenderSettings.HasMultiTexturing)
            {
                GL.MultiTexCoord2(TextureUnit.Texture0, 0f, 0f);
                GL.MultiTexCoord2(TextureUnit.Texture1, 0f, 0f - move);
                GL.MultiTexCoord2(TextureUnit.Texture2, 0f, 0f + normalMove);
                GL.MultiTexCoord2(TextureUnit.Texture3, 0f, 0f);
                GL.MultiTexCoord2(TextureUnit.Texture4, 0f, 0f);
            }
            GL.Vertex3(x, y + 256f, z);
        }
SceneWindow