V2 spatial partition, and all the pipeline changes that go with it.
Note: Deferred mode is not finished, and thus broken. Don't use!
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@@ -482,7 +482,8 @@ void LLRenderPass::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
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{
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if (params.mTexture.notNull())
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{
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gGL.getTexUnit(0)->bind(params.mTexture.get(), TRUE);
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params.mTexture->addTextureStats(params.mVSize);
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gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
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if (params.mTextureMatrix)
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{
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glMatrixMode(GL_TEXTURE);
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