In render_disconnected_background don't bind a shader or flush unless a disconnect image is actually being drawn.
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@@ -1572,12 +1572,6 @@ void render_ui_2d()
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void render_disconnected_background()
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{
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if (LLGLSLShader::sNoFixedFunction)
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{
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gUIProgram.bind();
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}
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gGL.color4f(1,1,1,1);
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if (!gDisconnectedImagep && gDisconnected)
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{
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llinfos << "Loading last bitmap..." << llendl;
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@@ -1619,7 +1613,6 @@ void render_disconnected_background()
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raw->expandToPowerOfTwo();
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gDisconnectedImagep = LLViewerTextureManager::getLocalTexture(raw.get(), FALSE );
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gStartTexture = gDisconnectedImagep;
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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}
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// Make sure the progress view always fills the entire window.
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@@ -1628,6 +1621,10 @@ void render_disconnected_background()
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if (gDisconnectedImagep)
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{
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if (LLGLSLShader::sNoFixedFunction)
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{
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gUIProgram.bind();
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}
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LLGLSUIDefault gls_ui;
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gViewerWindow->setup2DRender();
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gGL.pushMatrix();
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@@ -1644,14 +1641,12 @@ void render_disconnected_background()
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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}
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gGL.popMatrix();
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gGL.flush();
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if (LLGLSLShader::sNoFixedFunction)
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{
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gUIProgram.unbind();
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}
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}
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gGL.flush();
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if (LLGLSLShader::sNoFixedFunction)
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{
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gUIProgram.unbind();
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}
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}
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void display_cleanup()
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