Fall in line with LL octree code.
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@@ -70,6 +70,7 @@ static U32 sZombieGroups = 0;
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U32 LLSpatialGroup::sNodeCount = 0;
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U32 gOctreeMaxCapacity;
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float gOctreeMinSize;
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U32 gOctreeReserveCapacity;
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BOOL LLSpatialGroup::sNoDelete = FALSE;
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@@ -1623,10 +1624,10 @@ void renderOctree(LLSpatialGroup* group)
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gGL.diffuseColor4fv(col.mV);
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LLVector4a fudge;
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fudge.splat(0.001f);
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const LLVector4a* bounds = group->getObjectBounds();
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LLVector4a size = bounds[1];
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size.mul(1.01f);
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size.add(fudge);
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//const LLVector4a* bounds = group->getObjectBounds();
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//LLVector4a size = bounds[1];
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//size.mul(1.01f);
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//size.add(fudge);*/
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//{
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// LLGLDepthTest depth(GL_TRUE, GL_FALSE);
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