Some assertions, just in case.
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@@ -299,8 +299,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
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for (LLCullResult::sg_list_t::iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
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{
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LLSpatialGroup* group = *i;
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llassert(group);
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llassert(group->mSpatialPartition);
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if (group->mSpatialPartition->mRenderByGroup &&
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!group->isDead())
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!group->isDead())
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{
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bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow.
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// All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress.
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