@@ -240,9 +240,8 @@ void WaterRenderObjClass::setupJbaWaterShader(void)
240240 D3DXMATRIX inv;
241241 float det;
242242
243- Matrix4x4 curView;
244- DX8Wrapper::_Get_DX8_Transform (D3DTS_VIEW, curView);
245- D3DXMATRIX d3dCurView = Build_D3DXMATRIX (curView);
243+ D3DXMATRIX d3dCurView;
244+ DX8Wrapper::_Get_DX8_Transform (D3DTS_VIEW, d3dCurView);
246245 D3DXMatrixInverse (&inv, &det, &d3dCurView);
247246 D3DXMATRIX scale;
248247
@@ -1597,13 +1596,12 @@ void WaterRenderObjClass::Render(RenderInfoClass & rinfo)
15971596 D3DXMATRIX inv;
15981597 D3DXMATRIX clipMatrix;
15991598 Real det;
1600- Matrix4x4 curView;
16011599
16021600 // get current view matrix
1603- DX8Wrapper::_Get_DX8_Transform (D3DTS_VIEW, curView);
1601+ D3DXMATRIX d3dCurView;
1602+ DX8Wrapper::_Get_DX8_Transform (D3DTS_VIEW, d3dCurView);
16041603
16051604 // get inverse of view matrix(= view to world matrix)
1606- D3DXMATRIX d3dCurView = Build_D3DXMATRIX (curView);
16071605 D3DXMatrixInverse (&inv, &det, &d3dCurView);
16081606
16091607 // create clipping matrix by inserting our plane equation into the 1st column
@@ -2998,9 +2996,8 @@ void WaterRenderObjClass::setupFlatWaterShader(void)
29982996 D3DXMATRIX inv;
29992997 float det;
30002998
3001- Matrix4x4 curView;
3002- DX8Wrapper::_Get_DX8_Transform (D3DTS_VIEW, curView);
3003- D3DXMATRIX d3dCurView = Build_D3DXMATRIX (curView);
2999+ D3DXMATRIX d3dCurView;
3000+ DX8Wrapper::_Get_DX8_Transform (D3DTS_VIEW, d3dCurView);
30043001 D3DXMatrixInverse (&inv, &det, &d3dCurView);
30053002 D3DXMATRIX scale;
30063003
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