Revert occlusion changes to try and pinpoint flicker issue.
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@@ -2244,11 +2244,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
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if (to_texture)
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{
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if (LLPipeline::sRenderDeferred)
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/*if (LLPipeline::sRenderDeferred)
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{
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mOcclusionDepth.bindTarget();
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}
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else
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else*/
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{
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mScreen.bindTarget();
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}
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@@ -2389,11 +2389,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
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if (to_texture)
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{
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if (LLPipeline::sRenderDeferred)
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/*if (LLPipeline::sRenderDeferred)
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{
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mOcclusionDepth.flush();
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}
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else
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else*/
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{
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mScreen.flush();
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}
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@@ -4382,7 +4382,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
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gGLLastMatrix = NULL;
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gGL.loadMatrix(gGLModelView);
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LLGLSLShader::bindNoShader();
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doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth);
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doOcclusion(camera/*, mScreen, mOcclusionDepth, &mDeferredDepth*/);
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gGL.setColorMask(true, false);
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}
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@@ -9566,11 +9566,11 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
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gDeferredShadowCubeProgram.bind();
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}
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LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID-1];
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//LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID-1];
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occlusion_target.bindTarget();
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//occlusion_target.bindTarget();
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updateCull(shadow_cam, result);
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occlusion_target.flush();
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//occlusion_target.flush();
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stateSort(shadow_cam, result);
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@@ -9642,7 +9642,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
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renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, mask, TRUE, TRUE);
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renderMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE);
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gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
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renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
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//renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
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mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
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@@ -9662,9 +9662,9 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
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gGLLastMatrix = NULL;
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gGL.loadMatrix(gGLModelView);
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LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1];
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//LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1];
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doOcclusion(shadow_cam, occlusion_source, occlusion_target);
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doOcclusion(shadow_cam/*, occlusion_source, occlusion_target*/);
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if (use_shader)
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{
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