diff --git a/source/renderer/Renderer.cpp b/source/renderer/Renderer.cpp index 7f5f75fe87..01d55dad6a 100644 --- a/source/renderer/Renderer.cpp +++ b/source/renderer/Renderer.cpp @@ -1350,16 +1350,28 @@ void CRenderer::RenderSubmissions(const CBoundingBoxAligned& waterScissor) // render water if (m_WaterManager->m_RenderWater && g_Game && waterScissor.GetVolume() > 0) { - // render transparent stuff, but only the solid parts that can occlude block water - RenderTransparentModels(context, cullGroup, TRANSPARENT_OPAQUE, false); - ogl_WarnIfError(); + if (m_WaterManager->WillRenderFancyWater()) + { + // Render transparent stuff, but only the solid parts that can occlude block water. + RenderTransparentModels(context, cullGroup, TRANSPARENT_OPAQUE, false); + ogl_WarnIfError(); - m->terrainRenderer.RenderWater(context, cullGroup, &m->shadow); - ogl_WarnIfError(); + m->terrainRenderer.RenderWater(context, cullGroup, &m->shadow); + ogl_WarnIfError(); - // render transparent stuff again, but only the blended parts that overlap water - RenderTransparentModels(context, cullGroup, TRANSPARENT_BLEND, false); - ogl_WarnIfError(); + // Render transparent stuff again, but only the blended parts that overlap water. + RenderTransparentModels(context, cullGroup, TRANSPARENT_BLEND, false); + ogl_WarnIfError(); + } + else + { + m->terrainRenderer.RenderWater(context, cullGroup, &m->shadow); + ogl_WarnIfError(); + + // Render transparent stuff, so it can overlap models/terrain. + RenderTransparentModels(context, cullGroup, TRANSPARENT, false); + ogl_WarnIfError(); + } } else {