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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@@ -872,7 +872,7 @@ S32 LLViewerParcelOverlay::renderPropertyLines ()
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LLGLSUIDefault gls_ui; // called from pipeline
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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LLGLDepthTest mDepthTest(GL_TRUE);
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LLGLDepthTest mDepthTest(GL_TRUE, GL_FALSE);
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// Find camera height off the ground (not from zero)
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F32 ground_height_at_camera = land.resolveHeightGlobal( gAgentCamera.getCameraPositionGlobal() );
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