Several transparent ui-related components were writing to the depthbuffer for some silly reason. Don't do that since it messes with occlusion.
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@@ -304,10 +304,6 @@ void LLPostProcess::doEffects(void)
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/// Copy the screen buffer to the render texture
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copyFrameBuffer();
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/// Clear the frame buffer.
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//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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//glClear(GL_COLOR_BUFFER_BIT);
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//Disable depth. Set blendmode to replace.
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LLGLDepthTest depth(GL_FALSE);
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LLGLEnable blend(GL_BLEND);
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