Removed CLEAR_INVISIBLE drawable flag.
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@@ -2405,17 +2405,6 @@ BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority)
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BOOL update_complete = drawablep->updateGeometry(priority);
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if (update_complete && assertInitialized())
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{
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//Workaround for 'missing prims' until it's fixed upstream by LL.
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//Sometimes clearing CLEAR_INVISIBLE and FORCE_INVISIBLE in LLPipeline::stateSort was too late. Do it here instead, before
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//the rebuild state is picked up on and LLVolumeGeometryManager::rebuildGeom is called.
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//If the FORCE_INVISIBLE isn't cleared before the rebuildGeom call, the geometry will NOT BE REBUILT!
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if(drawablep->isState(LLDrawable::CLEAR_INVISIBLE))
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{
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// clear invisible flag here to avoid single frame glitch
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drawablep->clearState(LLDrawable::FORCE_INVISIBLE|LLDrawable::CLEAR_INVISIBLE);
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return false; //Defer to next mBuildQ1 iteration
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}
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drawablep->setState(LLDrawable::BUILT);
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mGeometryChanges++;
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}
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@@ -3162,11 +3151,6 @@ void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
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{
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drawablep->setVisible(camera, NULL, FALSE);
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}
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else if (drawablep->isState(LLDrawable::CLEAR_INVISIBLE))
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{
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// clear invisible flag here to avoid single frame glitch
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drawablep->clearState(LLDrawable::FORCE_INVISIBLE|LLDrawable::CLEAR_INVISIBLE);
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}
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}
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if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
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