Stabbed some blendfunc state issues. This fixes some ui flicker which popped up recently (perhaps after merging, or I just never noticed it before then)
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@@ -351,6 +351,7 @@ void LLDrawPoolAlpha::render(S32 pass)
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gHighlightProgram.unbind();
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}
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}
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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}
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void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
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@@ -1639,6 +1639,7 @@ void LLDrawPoolAvatar::renderRiggedAlpha(LLVOAvatar* avatar)
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LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
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renderRigged(avatar, RIGGED_ALPHA);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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gGL.setColorMask(true, false);
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}
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}
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@@ -1656,6 +1657,7 @@ void LLDrawPoolAvatar::renderRiggedFullbrightAlpha(LLVOAvatar* avatar)
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LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
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renderRigged(avatar, RIGGED_FULLBRIGHT_ALPHA);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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gGL.setColorMask(true, false);
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}
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}
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@@ -215,10 +215,12 @@ void LLDrawPoolTerrain::render(S32 pass)
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else if (gGLManager.mNumTextureUnits < 4)
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{
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renderFull2TU();
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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}
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else
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{
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renderFull4TU();
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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}
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}
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@@ -7892,6 +7892,7 @@ void LLPipeline::renderDeferredLighting()
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.popMatrix();
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}
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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}
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gGL.setColorMask(true, true);
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