Prevent debug visualizations from writing to the z-buffer (caused occlusion weirdness)
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@@ -4706,6 +4706,8 @@ void LLPipeline::renderDebug()
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if(!mRenderDebugMask)
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return;
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LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
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// Debug stuff.
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for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
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iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
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