Tweaks to stencil handling to allow masking out of sky (or geometry).
Reset stencil clear value to 0 after done clearing.
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@@ -1528,6 +1528,7 @@ static LLFastTimer::DeclareTimer FTM_OCCLUSION_DRAW("Draw");
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void LLSpatialGroup::doOcclusion(LLCamera* camera)
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{
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LLGLDisable stencil(GL_STENCIL_TEST);
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if (mSpatialPartition->isOcclusionEnabled() && LLPipeline::sUseOcclusion > 1)
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{
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//static const LLCachedControl<BOOL> render_water_void_culling("RenderWaterVoidCulling", TRUE);
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@@ -3867,6 +3868,8 @@ public:
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return;
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}
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LLGLDisable stencil(GL_STENCIL_TEST);
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group->rebuildGeom();
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group->rebuildMesh();
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