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);
}