private static void RenderAllWithoutWater(BeginMode mode, Matrix4 worldMatrix, Matrix4 projectionMatrix, Matrix4 viewMatrix, float[] clipPlaneEq) { GL.Disable(EnableCap.DepthTest); { Matrix4 mat = Matrix4.CreateTranslation(_camera.CameraPosition); var tempMatrix = Matrix4.Mult(mat, viewMatrix); _cubeMap.Render(mode, worldMatrix, projectionMatrix, tempMatrix, UIInputData.IsCubeMapOn, clipPlaneEq); } GL.Enable(EnableCap.DepthTest); _woodenChest.Render(mode, worldMatrix, projectionMatrix, viewMatrix, UIInputData.IsWoodenChestOn); _terrain.Render(mode, worldMatrix, viewMatrix, projectionMatrix, _light, UIInputData.IsTerrainOn); _light.Stop(); _light.Start(); if (UIInputData.IsOceanOn) { _seaBed.Render(mode, worldMatrix, projectionMatrix, viewMatrix); } }