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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@@ -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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