Fall in line with LL octree code.
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@@ -1033,7 +1033,7 @@ BOOL LLOcclusionCullingGroup::earlyFail(LLCamera* camera, const LLVector4a* boun
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LLVector4a fudge(vel*2.f);
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const LLVector4a& c = bounds[0];
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static LLVector4a r;
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LLVector4a r;
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r.setAdd(bounds[1], fudge);
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/*if (r.magVecSquared() > 1024.0*1024.0)
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@@ -1242,6 +1242,11 @@ void LLOcclusionCullingGroup::doOcclusion(LLCamera* camera, const LLVector4a* sh
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//static LLVector4a fudge(SG_OCCLUSION_FUDGE);
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static LLCachedControl<F32> vel("SHOcclusionFudge",SG_OCCLUSION_FUDGE);
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LLVector4a fudge(SG_OCCLUSION_FUDGE);
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if (LLDrawPool::POOL_WATER == mSpatialPartition->mDrawableType)
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{
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fudge.getF32ptr()[2] = 1.f;
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}
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static LLVector4a fudged_bounds;
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fudged_bounds.setAdd(fudge, bounds[1]);
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shader->uniform3fv(LLShaderMgr::BOX_SIZE, 1, fudged_bounds.getF32ptr());
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