Combine renderPhysicsDisplay code loops, but don't actually fix any bugs X3
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@@ -4640,18 +4640,6 @@ void LLPipeline::renderPhysicsDisplay()
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}
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}
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for (LLCullResult::bridge_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
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{
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LLSpatialBridge* bridge = *i;
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if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
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{
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gGL.pushMatrix();
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gGL.multMatrix(bridge->mDrawable->getRenderMatrix());
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bridge->renderPhysicsShapes();
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gGL.popMatrix();
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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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