diff --git a/indra/newview/llsurface.cpp b/indra/newview/llsurface.cpp
index 66df7dae3ed5332c9ea2f4fcc35542496d5f425c..54a259f7251d793b321aa8e3574981a4fafa8ce6 100644
--- a/indra/newview/llsurface.cpp
+++ b/indra/newview/llsurface.cpp
@@ -294,7 +294,7 @@ void LLSurface::initTextures()
 		mWaterObjp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, mRegionp);
 		gPipeline.createObject(mWaterObjp);
 		LLVector3d water_pos_global = from_region_handle(mRegionp->getHandle());
-		water_pos_global += LLVector3d(128.0, 128.0, DEFAULT_WATER_HEIGHT);
+		water_pos_global += LLVector3d(128.0, 128.0, DEFAULT_WATER_HEIGHT);		// region doesn't have a valid water height yet
 		mWaterObjp->setPositionGlobal(water_pos_global);
 	}
 }
diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp
index e1d3c802da411a331d00e55bb0b85dbb58cdff8f..14867db18209b0e018c69ef3221db812331b39ab 100644
--- a/indra/newview/llworld.cpp
+++ b/indra/newview/llworld.cpp
@@ -837,6 +837,9 @@ void LLWorld::updateWaterObjects()
 	}
 	mHoleWaterObjects.clear();
 
+	// Use the water height of the region we're on for areas where there is no region
+	F32 water_height = gAgent.getRegion()->getWaterHeight();
+
 	// Now, get a list of the holes
 	S32 x, y;
 	for (x = min_x; x <= max_x; x += rwidth)
@@ -845,12 +848,12 @@ void LLWorld::updateWaterObjects()
 		{
 			U64 region_handle = to_region_handle(x, y);
 			if (!getRegionFromHandle(region_handle))
-			{
+			{	// No region at that area, so make water
 				LLVOWater* waterp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, gAgent.getRegion());
 				waterp->setUseTexture(FALSE);
 				waterp->setPositionGlobal(LLVector3d(x + rwidth/2,
 													 y + rwidth/2,
-													 256.f+DEFAULT_WATER_HEIGHT));
+													 256.f + water_height));
 				waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, 512.f));
 				gPipeline.createObject(waterp);
 				mHoleWaterObjects.push_back(waterp);
@@ -907,7 +910,7 @@ void LLWorld::updateWaterObjects()
 		}
 
 		waterp->setRegion(gAgent.getRegion());
-		LLVector3d water_pos(water_center_x, water_center_y, 256.f+DEFAULT_WATER_HEIGHT) ;
+		LLVector3d water_pos(water_center_x, water_center_y, 256.f + water_height) ;
 		LLVector3 water_scale((F32) dim[0], (F32) dim[1], 512.f);
 
 		//stretch out to horizon