Server occlusion prep.
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@@ -821,9 +821,10 @@ void LLSpatialGroup::destroyGL(bool keep_occlusion)
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//==============================================
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LLSpatialPartition::LLSpatialPartition(U32 data_mask, BOOL render_by_group, U32 buffer_usage)
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LLSpatialPartition::LLSpatialPartition(U32 data_mask, BOOL render_by_group, U32 buffer_usage, LLViewerRegion* regionp)
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: mRenderByGroup(render_by_group), mBridge(NULL)
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{
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mRegionp = regionp;
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mPartitionType = LLViewerRegion::PARTITION_NONE;
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mVertexDataMask = data_mask;
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mBufferUsage = buffer_usage;
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