diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index 6ef415dc4c0a148736bcd13dd03bb6c4c3230f41..a02d2eba0d8f26e6e34acbe6fbc5635bdc9dddf5 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -162,14 +162,8 @@ void LLDrawPoolTerrain::render(S32 pass)
 
 	LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f);
 
-	if (!gGLManager.mHasMultitexture)
-	{
-		// No multitexture, render simple land.
-		renderSimple(); // Render without multitexture
-		return;
-	}
 	// Render simplified land if video card can't do sufficient multitexturing
-	if (!gGLManager.mHasARBEnvCombine || (gGLManager.mNumTextureUnits < 2))
+	if (!gGLManager.mHasMultitexture || !gGLManager.mHasARBEnvCombine || (gGLManager.mNumTextureUnits < 2))
 	{
 		renderSimple(); // Render without multitexture
 		return;
@@ -187,18 +181,7 @@ void LLDrawPoolTerrain::render(S32 pass)
 	{
 		gPipeline.enableLightsStatic();
 
-		if (sDetailMode == 0)
-		{
-			renderSimple();
-		} 
-		else if (gGLManager.mNumTextureUnits < 4)
-		{
-			renderFull2TU();
-		} 
-		else 
-		{
-			renderFull4TU();
-		}
+		renderSimple();
 	}
 
 	// Special-case for land ownership feedback
@@ -472,407 +455,6 @@ void LLDrawPoolTerrain::hilightParcelOwners(bool deferred)
 	}
 }
 
-void LLDrawPoolTerrain::renderFull4TU()
-{
-	// Hack! Get the region that this draw pool is rendering from!
-	LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
-	LLVLComposition *compp = regionp->getComposition();
-// [SL:KB] - Patch: Render-TextureToggle (Catznip-4.0)
-	LLViewerTexture *detail_texture0p = (LLPipeline::sRenderTextures) ? compp->mDetailTextures[0] : LLViewerFetchedTexture::sDefaultDiffuseImagep;
-	LLViewerTexture *detail_texture1p = (LLPipeline::sRenderTextures) ? compp->mDetailTextures[1] : LLViewerFetchedTexture::sDefaultDiffuseImagep;
-	LLViewerTexture *detail_texture2p = (LLPipeline::sRenderTextures) ? compp->mDetailTextures[2] : LLViewerFetchedTexture::sDefaultDiffuseImagep;
-	LLViewerTexture *detail_texture3p = (LLPipeline::sRenderTextures) ? compp->mDetailTextures[3] : LLViewerFetchedTexture::sDefaultDiffuseImagep;
-// [/SL:KB]
-//	LLViewerTexture *detail_texture0p = compp->mDetailTextures[0];
-//	LLViewerTexture *detail_texture1p = compp->mDetailTextures[1];
-//	LLViewerTexture *detail_texture2p = compp->mDetailTextures[2];
-//	LLViewerTexture *detail_texture3p = compp->mDetailTextures[3];
-
-	LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
-	F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale;
-	F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale;
-
-	LLVector4 tp0, tp1;
-	
-	tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x);
-	tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y);
-
-	gGL.blendFunc(LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_SOURCE_ALPHA);
-	
-	//----------------------------------------------------------------------------
-	// Pass 1/1
-
-	//
-	// Stage 0: detail texture 0
-	//
-	gGL.getTexUnit(0)->activate();
-	gGL.getTexUnit(0)->bind(detail_texture0p);
-	
-	glEnable(GL_TEXTURE_GEN_S);
-	glEnable(GL_TEXTURE_GEN_T);
-	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-
-	glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
-	glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
-
-	gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
-
-	//
-	// Stage 1: Generate alpha ramp for detail0/detail1 transition
-	//
-
-	gGL.getTexUnit(1)->bind(m2DAlphaRampImagep.get());
-	gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(1)->activate();
-	
-	// Care about alpha only
-	gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
-	gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
-
-	//
-	// Stage 2: Interpolate detail1 with existing based on ramp
-	//
-	gGL.getTexUnit(2)->bind(detail_texture1p);
-	gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(2)->activate();
-
-	glEnable(GL_TEXTURE_GEN_S);
-	glEnable(GL_TEXTURE_GEN_T);
-	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
-	glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
-
-	gGL.getTexUnit(2)->setTextureColorBlend(LLTexUnit::TBO_LERP_PREV_ALPHA, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_TEX_COLOR);
-
-	//
-	// Stage 3: Modulate with primary (vertex) color for lighting
-	//
-	gGL.getTexUnit(3)->bind(detail_texture1p);
-	gGL.getTexUnit(3)->enable(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(3)->activate();
-	
-	// Set alpha texture and do lighting modulation
-	gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
-
-	gGL.getTexUnit(0)->activate();
-	
-	// GL_BLEND disabled by default
-	drawLoop();
-
-	//----------------------------------------------------------------------------
-	// Second pass
-
-	// Stage 0: Write detail3 into base
-	//
-	gGL.getTexUnit(0)->activate();
-	gGL.getTexUnit(0)->bind(detail_texture3p);
-
-	glEnable(GL_TEXTURE_GEN_S);
-	glEnable(GL_TEXTURE_GEN_T);
-	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
-	glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
-
-	gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
-
-	//
-	// Stage 1: Generate alpha ramp for detail2/detail3 transition
-	//
-	gGL.getTexUnit(1)->bind(m2DAlphaRampImagep);
-	gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(1)->activate();
-
-	// Set the texture matrix
-	gGL.matrixMode(LLRender::MM_TEXTURE);
-	gGL.loadIdentity();
-	gGL.translatef(-2.f, 0.f, 0.f);
-
-	// Care about alpha only
-	gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
-	gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
-
-	//
-	// Stage 2: Interpolate detail2 with existing based on ramp
-	//
-	gGL.getTexUnit(2)->bind(detail_texture2p);
-	gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(2)->activate();
-
-	glEnable(GL_TEXTURE_GEN_S);
-	glEnable(GL_TEXTURE_GEN_T);
-	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
-	glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
-
-	gGL.getTexUnit(2)->setTextureColorBlend(LLTexUnit::TBO_LERP_PREV_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);	
-
-	//
-	// Stage 3: Generate alpha ramp for detail1/detail2 transition
-	//
-	gGL.getTexUnit(3)->bind(m2DAlphaRampImagep);
-	gGL.getTexUnit(3)->enable(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(3)->activate();
-
-	// Set the texture matrix
-	gGL.matrixMode(LLRender::MM_TEXTURE);
-	gGL.loadIdentity();
-	gGL.translatef(-1.f, 0.f, 0.f);
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-
-	// Set alpha texture and do lighting modulation
-	gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
-	gGL.getTexUnit(3)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
-
-	gGL.getTexUnit(0)->activate();
-	{
-		LLGLEnable blend(GL_BLEND);
-		drawLoop();
-	}
-
-	LLVertexBuffer::unbind();
-	// Disable multitexture
-	gGL.getTexUnit(3)->unbind(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(3)->disable();
-	gGL.getTexUnit(3)->activate();
-	
-	gGL.matrixMode(LLRender::MM_TEXTURE);
-	gGL.loadIdentity();
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-
-	gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(2)->disable();
-	gGL.getTexUnit(2)->activate();
-	
-	glDisable(GL_TEXTURE_GEN_S);
-	glDisable(GL_TEXTURE_GEN_T);
-	gGL.matrixMode(LLRender::MM_TEXTURE);
-	gGL.loadIdentity();
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-
-	gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);	
-	gGL.getTexUnit(1)->disable();
-	gGL.getTexUnit(1)->activate();
- 	
-	gGL.matrixMode(LLRender::MM_TEXTURE);
-	gGL.loadIdentity();
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-
-	// Restore blend state
-	gGL.setSceneBlendType(LLRender::BT_ALPHA);
-	
-	//----------------------------------------------------------------------------
-	// Restore Texture Unit 0 defaults
-	
-	gGL.getTexUnit(0)->activate();
-	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
-	
-	glDisable(GL_TEXTURE_GEN_S);
-	glDisable(GL_TEXTURE_GEN_T);
-	gGL.matrixMode(LLRender::MM_TEXTURE);
-	gGL.loadIdentity();
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-
-	gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-}
-
-void LLDrawPoolTerrain::renderFull2TU()
-{
-	// Hack! Get the region that this draw pool is rendering from!
-	LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
-	LLVLComposition *compp = regionp->getComposition();
-// [SL:KB] - Patch: Render-TextureToggle (Catznip-4.0)
-	LLViewerTexture *detail_texture0p = (LLPipeline::sRenderTextures) ? compp->mDetailTextures[0] : LLViewerFetchedTexture::sDefaultDiffuseImagep;
-	LLViewerTexture *detail_texture1p = (LLPipeline::sRenderTextures) ? compp->mDetailTextures[1] : LLViewerFetchedTexture::sDefaultDiffuseImagep;
-	LLViewerTexture *detail_texture2p = (LLPipeline::sRenderTextures) ? compp->mDetailTextures[2] : LLViewerFetchedTexture::sDefaultDiffuseImagep;
-	LLViewerTexture *detail_texture3p = (LLPipeline::sRenderTextures) ? compp->mDetailTextures[3] : LLViewerFetchedTexture::sDefaultDiffuseImagep;
-// [/SL:KB]
-//	LLViewerTexture *detail_texture0p = compp->mDetailTextures[0];
-//	LLViewerTexture *detail_texture1p = compp->mDetailTextures[1];
-//	LLViewerTexture *detail_texture2p = compp->mDetailTextures[2];
-//	LLViewerTexture *detail_texture3p = compp->mDetailTextures[3];
-
-	LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
-	F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale;
-	F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale;
-
-	LLVector4 tp0, tp1;
-	
-	tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x);
-	tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y);
-
-	gGL.blendFunc(LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_SOURCE_ALPHA);
-	
-	//----------------------------------------------------------------------------
-	// Pass 1/4
-
-	//
-	// Stage 0: Render detail 0 into base
-	//
-	gGL.getTexUnit(0)->bind(detail_texture0p);
-	glEnable(GL_TEXTURE_GEN_S);
-	glEnable(GL_TEXTURE_GEN_T);
-	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-
-	glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
-	glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
-
-	gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
-
-	drawLoop();
-
-	//----------------------------------------------------------------------------
-	// Pass 2/4
-	
-	//
-	// Stage 0: Generate alpha ramp for detail0/detail1 transition
-	//
-	gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
-	
-	glDisable(GL_TEXTURE_GEN_S);
-	glDisable(GL_TEXTURE_GEN_T);
-	
-	// Care about alpha only
-	gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
-	gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
-
-
-	//
-	// Stage 1: Write detail1
-	//
-	gGL.getTexUnit(1)->bind(detail_texture1p);
-	gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(1)->activate();
-
-	glEnable(GL_TEXTURE_GEN_S);
-	glEnable(GL_TEXTURE_GEN_T);
-	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
-	glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
-
-	gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
-	gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
-
-	gGL.getTexUnit(0)->activate();
-	{
-		LLGLEnable blend(GL_BLEND);
-		drawLoop();
-	}
-	//----------------------------------------------------------------------------
-	// Pass 3/4
-	
-	//
-	// Stage 0: Generate alpha ramp for detail1/detail2 transition
-	//
-	gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
-
-	// Set the texture matrix
-	gGL.matrixMode(LLRender::MM_TEXTURE);
-	gGL.loadIdentity();
-	gGL.translatef(-1.f, 0.f, 0.f);
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-
-	// Care about alpha only
-	gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
-	gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
-
-	//
-	// Stage 1: Write detail2
-	//
-	gGL.getTexUnit(1)->bind(detail_texture2p);
-	gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(1)->activate();
-	
-	glEnable(GL_TEXTURE_GEN_S);
-	glEnable(GL_TEXTURE_GEN_T);
-	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
-	glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
-
-	gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
-	gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
-
-	{
-		LLGLEnable blend(GL_BLEND);
-		drawLoop();
-	}
-	
-	//----------------------------------------------------------------------------
-	// Pass 4/4
-	
-	//
-	// Stage 0: Generate alpha ramp for detail2/detail3 transition
-	//
-	gGL.getTexUnit(0)->activate();
-	gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
-	// Set the texture matrix
-	gGL.matrixMode(LLRender::MM_TEXTURE);
-	gGL.loadIdentity();
-	gGL.translatef(-2.f, 0.f, 0.f);
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-
-	// Care about alpha only
-	gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
-	gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
-
-	// Stage 1: Write detail3
-	gGL.getTexUnit(1)->bind(detail_texture3p);
-	gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(1)->activate();
-
-	glEnable(GL_TEXTURE_GEN_S);
-	glEnable(GL_TEXTURE_GEN_T);
-	glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
-	glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
-	glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
-
-	gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
-	gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
-
-	gGL.getTexUnit(0)->activate();
-	{
-		LLGLEnable blend(GL_BLEND);
-		drawLoop();
-	}
-	
-	// Restore blend state
-	gGL.setSceneBlendType(LLRender::BT_ALPHA);
-	
-	// Disable multitexture
-	
-	gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(1)->disable();
-	gGL.getTexUnit(1)->activate();
-
-	glDisable(GL_TEXTURE_GEN_S);
-	glDisable(GL_TEXTURE_GEN_T);
-	gGL.matrixMode(LLRender::MM_TEXTURE);
-	gGL.loadIdentity();
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-
-	//----------------------------------------------------------------------------
-	// Restore Texture Unit 0 defaults
-	
-	gGL.getTexUnit(0)->activate();
-	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
-	glDisable(GL_TEXTURE_GEN_S);
-	glDisable(GL_TEXTURE_GEN_T);
-	gGL.matrixMode(LLRender::MM_TEXTURE);
-	gGL.loadIdentity();
-	gGL.matrixMode(LLRender::MM_MODELVIEW);
-	gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-}
-
-
 void LLDrawPoolTerrain::renderSimple()
 {
 	LLVector4 tp0, tp1;
diff --git a/indra/newview/lldrawpoolterrain.h b/indra/newview/lldrawpoolterrain.h
index 2b2dc8f090e8d8f0db678d2a2f3b8b839246cd3d..7cb526b622a80c4c64e44d91c9db5f00f83b4ebd 100644
--- a/indra/newview/lldrawpoolterrain.h
+++ b/indra/newview/lldrawpoolterrain.h
@@ -79,8 +79,6 @@ class LLDrawPoolTerrain final : public LLFacePool
 	void renderSimple();
 	void renderOwnership();
 
-	void renderFull2TU();
-	void renderFull4TU();
 	void renderFullShader();
 	void drawLoop();