Changed some GL matricies to single precision.
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@@ -2911,7 +2911,7 @@ void renderRaycast(LLDrawable* drawablep)
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// draw intersection point
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glPushMatrix();
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glLoadMatrixd(gGLModelView);
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glLoadMatrixf(gGLModelView);
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LLVector3 translate = gDebugRaycastIntersection;
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glTranslatef(translate.mV[0], translate.mV[1], translate.mV[2]);
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LLCoordFrame orient;
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@@ -3004,7 +3004,7 @@ public:
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gGL.flush();
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glPushMatrix();
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gGLLastMatrix = NULL;
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glLoadMatrixd(gGLModelView);
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glLoadMatrixf(gGLModelView);
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renderVisibility(group, mCamera);
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stop_glerror();
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gGLLastMatrix = NULL;
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