Apply occlusion refactor.
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@@ -154,6 +154,10 @@ void LLWorld::destroyClass()
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{
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mEdgeWaterObjects[i] = NULL;
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}
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//make all visible drawbles invisible.
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LLDrawable::incrementVisible();
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}
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void LLWorld::setRegionSize(const U32& width, const U32& length)
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@@ -700,7 +704,7 @@ void LLWorld::updateVisibilities()
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if (part)
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{
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LLSpatialGroup* group = (LLSpatialGroup*) part->mOctree->getListener(0);
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const LLVector4a* bounds = group->mBounds;
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const LLVector4a* bounds = group->getBounds();
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if (LLViewerCamera::getInstance()->AABBInFrustum(bounds[0], bounds[1]))
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{
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mCulledRegionList.erase(curiter);
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@@ -724,7 +728,7 @@ void LLWorld::updateVisibilities()
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if (part)
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{
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LLSpatialGroup* group = (LLSpatialGroup*) part->mOctree->getListener(0);
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const LLVector4a* bounds = group->mBounds;
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const LLVector4a* bounds = group->getBounds();
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if (LLViewerCamera::getInstance()->AABBInFrustum(bounds[0], bounds[1]))
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{
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regionp->calculateCameraDistance();
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