diff --git a/indra/llrender/llrendernavprim.cpp b/indra/llrender/llrendernavprim.cpp
index ec9ed7f25b676307bfabd26eb43cf0911134e64d..c07d93ab0a2708a1238a47bfc1a18ed17b6f6e6e 100644
--- a/indra/llrender/llrendernavprim.cpp
+++ b/indra/llrender/llrendernavprim.cpp
@@ -30,6 +30,7 @@
 #include "llerror.h"
 #include "llglheaders.h"
 #include "llvertexbuffer.h"
+
 //=============================================================================
 LLRenderNavPrim gRenderNav;
 //=============================================================================
@@ -76,6 +77,5 @@ void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
 	LLGLDisable cull(GL_CULL_FACE);
 	gGL.color4fv( LLColor4::white.mV );		
 	pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX  );
-	pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
 }
 //=============================================================================
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 1db2bb52fbe442bc8c278aa7e11c5e144c24ddde..5f6e3f4675b8e4e029521992a58b5ce4903f05f3 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -1,9912 +1,9913 @@
-/** 
- * @file pipeline.cpp
- * @brief Rendering pipeline.
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- * 
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- * 
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
- * Lesser General Public License for more details.
- * 
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
- * 
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#include "pipeline.h"
-
-// library includes
-#include "llaudioengine.h" // For debugging.
-#include "imageids.h"
-#include "llerror.h"
-#include "llviewercontrol.h"
-#include "llfasttimer.h"
-#include "llfontgl.h"
-#include "llmemtype.h"
-#include "llnamevalue.h"
-#include "llpointer.h"
-#include "llprimitive.h"
-#include "llvolume.h"
-#include "material_codes.h"
-#include "timing.h"
-#include "v3color.h"
-#include "llui.h" 
-#include "llglheaders.h"
-#include "llrender.h"
-#include "llwindow.h"	// swapBuffers()
-
-// newview includes
-#include "llagent.h"
-#include "llagentcamera.h"
-#include "lldrawable.h"
-#include "lldrawpoolalpha.h"
-#include "lldrawpoolavatar.h"
-#include "lldrawpoolground.h"
-#include "lldrawpoolbump.h"
-#include "lldrawpooltree.h"
-#include "lldrawpoolwater.h"
-#include "llface.h"
-#include "llfeaturemanager.h"
-#include "llfloatertelehub.h"
-#include "llfloaterreg.h"
-#include "llgldbg.h"
-#include "llhudmanager.h"
-#include "llhudnametag.h"
-#include "llhudtext.h"
-#include "lllightconstants.h"
-#include "llmeshrepository.h"
-#include "llresmgr.h"
-#include "llselectmgr.h"
-#include "llsky.h"
-#include "lltracker.h"
-#include "lltool.h"
-#include "lltoolmgr.h"
-#include "llviewercamera.h"
-#include "llviewermediafocus.h"
-#include "llviewertexturelist.h"
-#include "llviewerobject.h"
-#include "llviewerobjectlist.h"
-#include "llviewerparcelmgr.h"
-#include "llviewerregion.h" // for audio debugging.
-#include "llviewerwindow.h" // For getSpinAxis
-#include "llvoavatarself.h"
-#include "llvoground.h"
-#include "llvosky.h"
-#include "llvotree.h"
-#include "llvovolume.h"
-#include "llvosurfacepatch.h"
-#include "llvowater.h"
-#include "llvotree.h"
-#include "llvopartgroup.h"
-#include "llworld.h"
-#include "llcubemap.h"
-#include "llviewershadermgr.h"
-#include "llviewerstats.h"
-#include "llviewerjoystick.h"
-#include "llviewerdisplay.h"
-#include "llwlparammanager.h"
-#include "llwaterparammanager.h"
-#include "llspatialpartition.h"
-#include "llmutelist.h"
-#include "lltoolpie.h"
-#include "llcurl.h"
-#include "llnotifications.h"
-#include "llpathinglib.h"
-
-void check_stack_depth(S32 stack_depth)
-{
-	if (gDebugGL || gDebugSession)
-	{
-		GLint depth;
-		glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
-		if (depth != stack_depth)
-		{
-			if (gDebugSession)
-			{
-				ll_fail("GL matrix stack corrupted.");
-			}
-			else
-			{
-				llerrs << "GL matrix stack corrupted!" << llendl;
-			}
-		}
-	}
-}
-	
-#ifdef _DEBUG
-// Debug indices is disabled for now for debug performance - djs 4/24/02
-//#define DEBUG_INDICES
-#else
-//#define DEBUG_INDICES
-#endif
-
-const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f;
-const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f;
-const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
-const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
-const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10;
-const U32 REFLECTION_MAP_RES = 128;
-
-// Max number of occluders to search for. JC
-const S32 MAX_OCCLUDER_COUNT = 2;
-
-extern S32 gBoxFrame;
-//extern BOOL gHideSelectedObjects;
-extern BOOL gDisplaySwapBuffers;
-extern BOOL gDebugGL;
-
-// hack counter for rendering a fixed number of frames after toggling
-// fullscreen to work around DEV-5361
-static S32 sDelayedVBOEnable = 0;
-
-BOOL	gAvatarBacklight = FALSE;
-
-BOOL	gDebugPipeline = FALSE;
-LLPipeline gPipeline;
-const LLMatrix4* gGLLastMatrix = NULL;
-
-LLFastTimer::DeclareTimer FTM_RENDER_GEOMETRY("Geometry");
-LLFastTimer::DeclareTimer FTM_RENDER_GRASS("Grass");
-LLFastTimer::DeclareTimer FTM_RENDER_INVISIBLE("Invisible");
-LLFastTimer::DeclareTimer FTM_RENDER_OCCLUSION("Occlusion");
-LLFastTimer::DeclareTimer FTM_RENDER_SHINY("Shiny");
-LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE("Simple");
-LLFastTimer::DeclareTimer FTM_RENDER_TERRAIN("Terrain");
-LLFastTimer::DeclareTimer FTM_RENDER_TREES("Trees");
-LLFastTimer::DeclareTimer FTM_RENDER_UI("UI");
-LLFastTimer::DeclareTimer FTM_RENDER_WATER("Water");
-LLFastTimer::DeclareTimer FTM_RENDER_WL_SKY("Windlight Sky");
-LLFastTimer::DeclareTimer FTM_RENDER_ALPHA("Alpha Objects");
-LLFastTimer::DeclareTimer FTM_RENDER_CHARACTERS("Avatars");
-LLFastTimer::DeclareTimer FTM_RENDER_BUMP("Bump");
-LLFastTimer::DeclareTimer FTM_RENDER_FULLBRIGHT("Fullbright");
-LLFastTimer::DeclareTimer FTM_RENDER_GLOW("Glow");
-LLFastTimer::DeclareTimer FTM_GEO_UPDATE("Geo Update");
-LLFastTimer::DeclareTimer FTM_POOLRENDER("RenderPool");
-LLFastTimer::DeclareTimer FTM_POOLS("Pools");
-LLFastTimer::DeclareTimer FTM_RENDER_BLOOM_FBO("First FBO");
-LLFastTimer::DeclareTimer FTM_STATESORT("Sort Draw State");
-LLFastTimer::DeclareTimer FTM_PIPELINE("Pipeline");
-LLFastTimer::DeclareTimer FTM_CLIENT_COPY("Client Copy");
-LLFastTimer::DeclareTimer FTM_RENDER_DEFERRED("Deferred Shading");
-
-
-static LLFastTimer::DeclareTimer FTM_STATESORT_DRAWABLE("Sort Drawables");
-static LLFastTimer::DeclareTimer FTM_STATESORT_POSTSORT("Post Sort");
-
-//----------------------------------------
-std::string gPoolNames[] = 
-{
-	// Correspond to LLDrawpool enum render type
-	"NONE",
-	"POOL_SIMPLE",
-	"POOL_GROUND",
-	"POOL_FULLBRIGHT",
-	"POOL_BUMP",
-	"POOL_TERRAIN,"	
-	"POOL_SKY",
-	"POOL_WL_SKY",
-	"POOL_TREE",
-	"POOL_GRASS",
-	"POOL_INVISIBLE",
-	"POOL_AVATAR",
-	"POOL_VOIDWATER",
-	"POOL_WATER",
-	"POOL_GLOW",
-	"POOL_ALPHA"
-};
-
-void drawBox(const LLVector3& c, const LLVector3& r);
-void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
-
-U32 nhpo2(U32 v) 
-{
-	U32 r = 1;
-	while (r < v) {
-		r *= 2;
-	}
-	return r;
-}
-
-glh::matrix4f glh_copy_matrix(GLdouble* src)
-{
-	glh::matrix4f ret;
-	for (U32 i = 0; i < 16; i++)
-	{
-		ret.m[i] = (F32) src[i];
-	}
-	return ret;
-}
-
-glh::matrix4f glh_get_current_modelview()
-{
-	return glh_copy_matrix(gGLModelView);
-}
-
-glh::matrix4f glh_get_current_projection()
-{
-	return glh_copy_matrix(gGLProjection);
-}
-
-glh::matrix4f glh_get_last_modelview()
-{
-	return glh_copy_matrix(gGLLastModelView);
-}
-
-glh::matrix4f glh_get_last_projection()
-{
-	return glh_copy_matrix(gGLLastProjection);
-}
-
-void glh_copy_matrix(const glh::matrix4f& src, GLdouble* dst)
-{
-	for (U32 i = 0; i < 16; i++)
-	{
-		dst[i] = src.m[i];
-	}
-}
-
-void glh_set_current_modelview(const glh::matrix4f& mat)
-{
-	glh_copy_matrix(mat, gGLModelView);
-}
-
-void glh_set_current_projection(glh::matrix4f& mat)
-{
-	glh_copy_matrix(mat, gGLProjection);
-}
-
-glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
-{
-	glh::matrix4f ret(
-		2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
-		0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
-		0.f, 0.f, -2.f/(zfar-znear),  -(zfar+znear)/(zfar-znear),
-		0.f, 0.f, 0.f, 1.f);
-
-	return ret;
-}
-
-void display_update_camera();
-//----------------------------------------
-
-S32		LLPipeline::sCompiles = 0;
-
-BOOL	LLPipeline::sPickAvatar = TRUE;
-BOOL	LLPipeline::sDynamicLOD = TRUE;
-BOOL	LLPipeline::sShowHUDAttachments = TRUE;
-BOOL	LLPipeline::sRenderMOAPBeacons = FALSE;
-BOOL	LLPipeline::sRenderPhysicalBeacons = TRUE;
-BOOL	LLPipeline::sRenderScriptedBeacons = FALSE;
-BOOL	LLPipeline::sRenderScriptedTouchBeacons = TRUE;
-BOOL	LLPipeline::sRenderParticleBeacons = FALSE;
-BOOL	LLPipeline::sRenderSoundBeacons = FALSE;
-BOOL	LLPipeline::sRenderBeacons = FALSE;
-BOOL	LLPipeline::sRenderHighlight = TRUE;
-BOOL	LLPipeline::sForceOldBakedUpload = FALSE;
-S32		LLPipeline::sUseOcclusion = 0;
-BOOL	LLPipeline::sDelayVBUpdate = TRUE;
-BOOL	LLPipeline::sAutoMaskAlphaDeferred = TRUE;
-BOOL	LLPipeline::sAutoMaskAlphaNonDeferred = FALSE;
-BOOL	LLPipeline::sDisableShaders = FALSE;
-BOOL	LLPipeline::sRenderBump = TRUE;
-BOOL	LLPipeline::sBakeSunlight = FALSE;
-BOOL	LLPipeline::sNoAlpha = FALSE;
-BOOL	LLPipeline::sUseTriStrips = TRUE;
-BOOL	LLPipeline::sUseFarClip = TRUE;
-BOOL	LLPipeline::sShadowRender = FALSE;
-BOOL	LLPipeline::sWaterReflections = FALSE;
-BOOL	LLPipeline::sRenderGlow = FALSE;
-BOOL	LLPipeline::sReflectionRender = FALSE;
-BOOL	LLPipeline::sImpostorRender = FALSE;
-BOOL	LLPipeline::sUnderWaterRender = FALSE;
-BOOL	LLPipeline::sTextureBindTest = FALSE;
-BOOL	LLPipeline::sRenderFrameTest = FALSE;
-BOOL	LLPipeline::sRenderAttachedLights = TRUE;
-BOOL	LLPipeline::sRenderAttachedParticles = TRUE;
-BOOL	LLPipeline::sRenderDeferred = FALSE;
-BOOL    LLPipeline::sMemAllocationThrottled = FALSE;
-S32		LLPipeline::sVisibleLightCount = 0;
-F32		LLPipeline::sMinRenderSize = 0.f;
-
-
-static LLCullResult* sCull = NULL;
-
-static const U32 gl_cube_face[] = 
-{
-	GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
-	GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
-	GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
-	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
-	GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
-	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
-};
-
-void validate_framebuffer_object();
-
-
-bool addDeferredAttachments(LLRenderTarget& target)
-{
-	return target.addColorAttachment(GL_RGBA) && //specular
-			target.addColorAttachment(GL_RGBA); //normal+z	
-}
-
-LLPipeline::LLPipeline() :
-	mBackfaceCull(FALSE),
-	mBatchCount(0),
-	mMatrixOpCount(0),
-	mTextureMatrixOps(0),
-	mMaxBatchSize(0),
-	mMinBatchSize(0),
-	mMeanBatchSize(0),
-	mTrianglesDrawn(0),
-	mNumVisibleNodes(0),
-	mVerticesRelit(0),
-	mLightingChanges(0),
-	mGeometryChanges(0),
-	mNumVisibleFaces(0),
-
-	mInitialized(FALSE),
-	mVertexShadersEnabled(FALSE),
-	mVertexShadersLoaded(0),
-	mRenderDebugFeatureMask(0),
-	mRenderDebugMask(0),
-	mOldRenderDebugMask(0),
-	mGroupQ1Locked(false),
-	mGroupQ2Locked(false),
-	mLastRebuildPool(NULL),
-	mAlphaPool(NULL),
-	mSkyPool(NULL),
-	mTerrainPool(NULL),
-	mWaterPool(NULL),
-	mGroundPool(NULL),
-	mSimplePool(NULL),
-	mFullbrightPool(NULL),
-	mInvisiblePool(NULL),
-	mGlowPool(NULL),
-	mBumpPool(NULL),
-	mWLSkyPool(NULL),
-	mLightMask(0),
-	mLightMovingMask(0),
-	mLightingDetail(0),
-	mScreenWidth(0),
-	mScreenHeight(0)
-{
-	mNoiseMap = 0;
-	mTrueNoiseMap = 0;
-	mLightFunc = 0;
-}
-
-void LLPipeline::init()
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT);
-
-	gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity");
-	sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
-	sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
-	sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
-	LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
-	LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
-	sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
-	sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
-
-	mInitialized = TRUE;
-	
-	stop_glerror();
-
-	//create render pass pools
-	getPool(LLDrawPool::POOL_ALPHA);
-	getPool(LLDrawPool::POOL_SIMPLE);
-	getPool(LLDrawPool::POOL_GRASS);
-	getPool(LLDrawPool::POOL_FULLBRIGHT);
-	getPool(LLDrawPool::POOL_INVISIBLE);
-	getPool(LLDrawPool::POOL_BUMP);
-	getPool(LLDrawPool::POOL_GLOW);
-
-	LLViewerStats::getInstance()->mTrianglesDrawnStat.reset();
-	resetFrameStats();
-
-	for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
-	{
-		mRenderTypeEnabled[i] = TRUE; //all rendering types start enabled
-	}
-
-	mRenderDebugFeatureMask = 0xffffffff; // All debugging features on
-	mRenderDebugMask = 0;	// All debug starts off
-
-	// Don't turn on ground when this is set
-	// Mac Books with intel 950s need this
-	if(!gSavedSettings.getBOOL("RenderGround"))
-	{
-		toggleRenderType(RENDER_TYPE_GROUND);
-	}
-
-	// make sure RenderPerformanceTest persists (hackity hack hack)
-	// disables non-object rendering (UI, sky, water, etc)
-	if (gSavedSettings.getBOOL("RenderPerformanceTest"))
-	{
-		gSavedSettings.setBOOL("RenderPerformanceTest", FALSE);
-		gSavedSettings.setBOOL("RenderPerformanceTest", TRUE);
-	}
-
-	mOldRenderDebugMask = mRenderDebugMask;
-
-	mBackfaceCull = TRUE;
-
-	stop_glerror();
-	
-	// Enable features
-		
-	LLViewerShaderMgr::instance()->setShaders();
-
-	stop_glerror();
-
-	for (U32 i = 0; i < 2; ++i)
-	{
-		mSpotLightFade[i] = 1.f;
-	}
-
-	setLightingDetail(-1);
-}
-
-LLPipeline::~LLPipeline()
-{
-
-}
-
-void LLPipeline::cleanup()
-{
-	assertInitialized();
-
-	mGroupQ1.clear() ;
-	mGroupQ2.clear() ;
-
-	for(pool_set_t::iterator iter = mPools.begin();
-		iter != mPools.end(); )
-	{
-		pool_set_t::iterator curiter = iter++;
-		LLDrawPool* poolp = *curiter;
-		if (poolp->isFacePool())
-		{
-			LLFacePool* face_pool = (LLFacePool*) poolp;
-			if (face_pool->mReferences.empty())
-			{
-				mPools.erase(curiter);
-				removeFromQuickLookup( poolp );
-				delete poolp;
-			}
-		}
-		else
-		{
-			mPools.erase(curiter);
-			removeFromQuickLookup( poolp );
-			delete poolp;
-		}
-	}
-	
-	if (!mTerrainPools.empty())
-	{
-		llwarns << "Terrain Pools not cleaned up" << llendl;
-	}
-	if (!mTreePools.empty())
-	{
-		llwarns << "Tree Pools not cleaned up" << llendl;
-	}
-		
-	delete mAlphaPool;
-	mAlphaPool = NULL;
-	delete mSkyPool;
-	mSkyPool = NULL;
-	delete mTerrainPool;
-	mTerrainPool = NULL;
-	delete mWaterPool;
-	mWaterPool = NULL;
-	delete mGroundPool;
-	mGroundPool = NULL;
-	delete mSimplePool;
-	mSimplePool = NULL;
-	delete mFullbrightPool;
-	mFullbrightPool = NULL;
-	delete mInvisiblePool;
-	mInvisiblePool = NULL;
-	delete mGlowPool;
-	mGlowPool = NULL;
-	delete mBumpPool;
-	mBumpPool = NULL;
-	// don't delete wl sky pool it was handled above in the for loop
-	//delete mWLSkyPool;
-	mWLSkyPool = NULL;
-
-	releaseGLBuffers();
-
-	mFaceSelectImagep = NULL;
-
-	mMovedBridge.clear();
-
-	mInitialized = FALSE;
-}
-
-//============================================================================
-
-void LLPipeline::destroyGL() 
-{
-	stop_glerror();
-	unloadShaders();
-	mHighlightFaces.clear();
-	
-	resetDrawOrders();
-
-	resetVertexBuffers();
-
-	releaseGLBuffers();
-
-	if (LLVertexBuffer::sEnableVBOs)
-	{
-		// render 30 frames after switching to work around DEV-5361
-		sDelayedVBOEnable = 30;
-		LLVertexBuffer::sEnableVBOs = FALSE;
-	}
-}
-
-static LLFastTimer::DeclareTimer FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture");
-
-//static
-void LLPipeline::throttleNewMemoryAllocation(BOOL disable)
-{
-	if(sMemAllocationThrottled != disable)
-	{
-		sMemAllocationThrottled = disable ;
-
-		if(sMemAllocationThrottled)
-		{
-			//send out notification
-			LLNotification::Params params("LowMemory");
-			LLNotifications::instance().add(params);
-
-			//release some memory.
-		}
-	}
-}
-
-void LLPipeline::resizeScreenTexture()
-{
-	LLFastTimer ft(FTM_RESIZE_SCREEN_TEXTURE);
-	if (gPipeline.canUseVertexShaders() && assertInitialized())
-	{
-		GLuint resX = gViewerWindow->getWorldViewWidthRaw();
-		GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-	
-		allocateScreenBuffer(resX,resY);
-	}
-}
-
-void LLPipeline::allocatePhysicsBuffer()
-{
-	GLuint resX = gViewerWindow->getWorldViewWidthRaw();
-	GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-
-	if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)
-	{
-		mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
-	}
-}
-
-void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
-{
-	U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
-
-	if (gGLManager.mIsATI)
-	{ //ATI doesn't like the way we use multisample texture
-		samples = 0;
-	}
-
-	//try to allocate screen buffers at requested resolution and samples
-	// - on failure, shrink number of samples and try again
-	// - if not multisampled, shrink resolution and try again (favor X resolution over Y)
-	// Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state
-
-	if (!allocateScreenBuffer(resX, resY, samples))
-	{
-		releaseScreenBuffers();
-		//reduce number of samples 
-		while (samples > 0)
-		{
-			samples /= 2;
-			if (allocateScreenBuffer(resX, resY, samples))
-			{ //success
-				return;
-			}
-			releaseScreenBuffers();
-		}
-
-		//reduce resolution
-		while (resY > 0 && resX > 0)
-		{
-			resY /= 2;
-			if (allocateScreenBuffer(resX, resY, samples))
-			{
-				return;
-			}
-			releaseScreenBuffers();
-
-			resX /= 2;
-			if (allocateScreenBuffer(resX, resY, samples))
-			{
-				return;
-			}
-			releaseScreenBuffers();
-		}
-
-		llwarns << "Unable to allocate screen buffer at any resolution!" << llendl;
-	}
-}
-
-
-bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
-{
-	// remember these dimensions
-	mScreenWidth = resX;
-	mScreenHeight = resY;
-	
-	U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
-
-	if (res_mod > 1 && res_mod < resX && res_mod < resY)
-	{
-		resX /= res_mod;
-		resY /= res_mod;
-	}
-
-	if (gSavedSettings.getBOOL("RenderUIBuffer"))
-	{
-		if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE))
-		{
-			return false;
-		}
-	}	
-
-	if (LLPipeline::sRenderDeferred)
-	{
-		S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
-		BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO");
-		bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);
-
-		//allocate deferred rendering color buffers
-		if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
-		if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
-		if (!addDeferredAttachments(mDeferredScreen)) return false;
-	
-		if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
-		
-#if LL_DARWIN
-		// As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
-		if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
-#else
-		if (!mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
-#endif
-
-		if (shadow_detail > 0 || ssao)
-		{ //only need mDeferredLight[0] for shadows OR ssao
-			if (!mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
-		}
-		else
-		{
-			mDeferredLight[0].release();
-		}
-
-		if (ssao)
-		{ //only need mDeferredLight[1] for ssao
-			if (!mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false;
-		}
-		else
-		{
-			mDeferredLight[1].release();
-		}
-
-		if (gi)
-		{ //only need mDeferredLight[2] and mGIMapPost for gi
-			if (!mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false;
-			for (U32 i = 0; i < 2; i++)
-			{
-#if LL_DARWIN
-				// As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
-				if (!mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
-#else
-				if (!mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
-#endif
-			}
-		}
-		else
-		{
-			mDeferredLight[2].release();
-		
-			for (U32 i = 0; i < 2; i++)
-			{
-				mGIMapPost[i].release();
-			}
-		}
-
-		F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale");
-
-#if LL_DARWIN
-		U32 shadow_fmt = 0;
-#else
-		//HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug)
-		U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0;
-#endif
-
-		if (shadow_detail > 0)
-		{ //allocate 4 sun shadow maps
-			for (U32 i = 0; i < 4; i++)
-			{
-				if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
-			}
-		}
-		else
-		{
-			for (U32 i = 0; i < 4; i++)
-			{
-				mShadow[i].release();
-			}
-		}
-
-		U32 width = nhpo2(U32(resX*scale))/2;
-		U32 height = width;
-
-		if (shadow_detail > 1)
-		{ //allocate two spot shadow maps
-			for (U32 i = 4; i < 6; i++)
-			{
-				if (!mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE)) return false;
-			}
-		}
-		else
-		{
-			for (U32 i = 4; i < 6; i++)
-			{
-				mShadow[i].release();
-			}
-		}
-
-		width = nhpo2(resX)/2;
-		height = nhpo2(resY)/2;
-		if (!mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE)) return false;
-	}
-	else
-	{
-		for (U32 i = 0; i < 3; i++)
-		{ 
-			mDeferredLight[i].release();
-		}
-		for (U32 i = 0; i < 2; i++)
-		{
-			mGIMapPost[i].release();
-		}
-		for (U32 i = 0; i < 6; i++)
-		{
-			mShadow[i].release();
-		}
-		mScreen.release();
-		mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
-		mDeferredDepth.release();
-		mEdgeMap.release();
-		mLuminanceMap.release();
-		
-		if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;		
-	}
-	
-	if (LLPipeline::sRenderDeferred)
-	{ //share depth buffer between deferred targets
-		mDeferredScreen.shareDepthBuffer(mScreen);
-	}
-
-	gGL.getTexUnit(0)->disable();
-
-	stop_glerror();
-
-	return true;
-}
-
-//static
-void LLPipeline::updateRenderDeferred()
-{
-	BOOL deferred = ((gSavedSettings.getBOOL("RenderDeferred") && 
-					 LLRenderTarget::sUseFBO &&
-					 LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
-					 gSavedSettings.getBOOL("VertexShaderEnable") && 
-					 gSavedSettings.getBOOL("RenderAvatarVP") &&
-					 gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE) &&
-					!gUseWireframe;
-
-	sRenderDeferred = deferred;	
-	if (deferred)
-	{ //must render glow when rendering deferred since post effect pass is needed to present any lighting at all
-		sRenderGlow = TRUE;
-	}
-}
-
-//static
-void LLPipeline::refreshRenderDeferred()
-{
-	updateRenderDeferred();
-}
-
-void LLPipeline::releaseGLBuffers()
-{
-	assertInitialized();
-	
-	if (mNoiseMap)
-	{
-		LLImageGL::deleteTextures(1, &mNoiseMap);
-		mNoiseMap = 0;
-	}
-
-	if (mTrueNoiseMap)
-	{
-		LLImageGL::deleteTextures(1, &mTrueNoiseMap);
-		mTrueNoiseMap = 0;
-	}
-
-	if (mLightFunc)
-	{
-		LLImageGL::deleteTextures(1, &mLightFunc);
-		mLightFunc = 0;
-	}
-
-	mWaterRef.release();
-	mWaterDis.release();
-	
-	for (U32 i = 0; i < 3; i++)
-	{
-		mGlow[i].release();
-	}
-
-	releaseScreenBuffers();
-
-	gBumpImageList.destroyGL();
-	LLVOAvatar::resetImpostors();
-}
-
-void LLPipeline::releaseScreenBuffers()
-{
-	mUIScreen.release();
-	mScreen.release();
-	mPhysicsDisplay.release();
-	mDeferredScreen.release();
-	mDeferredDepth.release();
-	for (U32 i = 0; i < 3; i++)
-	{
-		mDeferredLight[i].release();
-	}
-
-	mEdgeMap.release();
-	mGIMap.release();
-	mGIMapPost[0].release();
-	mGIMapPost[1].release();
-	mHighlight.release();
-	mLuminanceMap.release();
-	
-	for (U32 i = 0; i < 6; i++)
-	{
-		mShadow[i].release();
-	}
-}
-
-
-void LLPipeline::createGLBuffers()
-{
-	LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS);
-	assertInitialized();
-
-	updateRenderDeferred();
-
-	if (LLPipeline::sWaterReflections)
-	{ //water reflection texture
-		U32 res = (U32) gSavedSettings.getS32("RenderWaterRefResolution");
-			
-		mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
-		mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE);
-	}
-
-	mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
-
-	stop_glerror();
-
-	GLuint resX = gViewerWindow->getWorldViewWidthRaw();
-	GLuint resY = gViewerWindow->getWorldViewHeightRaw();
-	
-	if (LLPipeline::sRenderGlow)
-	{ //screen space glow buffers
-		const U32 glow_res = llmax(1, 
-			llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
-
-		for (U32 i = 0; i < 3; i++)
-		{
-			mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE);
-		}
-
-		allocateScreenBuffer(resX,resY);
-		mScreenWidth = 0;
-		mScreenHeight = 0;
-	}
-	
-	if (sRenderDeferred)
-	{
-		if (!mNoiseMap)
-		{
-			const U32 noiseRes = 128;
-			LLVector3 noise[noiseRes*noiseRes];
-
-			F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f;
-			for (U32 i = 0; i < noiseRes*noiseRes; ++i)
-			{
-				noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f);
-				noise[i].normVec();
-				noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f;
-			}
-
-			LLImageGL::generateTextures(1, &mNoiseMap);
-			
-			gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
-			LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise);
-			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-		}
-
-		if (!mTrueNoiseMap)
-		{
-			const U32 noiseRes = 128;
-			F32 noise[noiseRes*noiseRes*3];
-			for (U32 i = 0; i < noiseRes*noiseRes*3; i++)
-			{
-				noise[i] = ll_frand()*2.0-1.0;
-			}
-
-			LLImageGL::generateTextures(1, &mTrueNoiseMap);
-			gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap);
-			LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise);
-			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-		}
-
-		if (!mLightFunc)
-		{
-			U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
-			U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
-			U8* lg = new U8[lightResX*lightResY];
-
-			for (U32 y = 0; y < lightResY; ++y)
-			{
-				for (U32 x = 0; x < lightResX; ++x)
-				{
-					//spec func
-					F32 sa = (F32) x/(lightResX-1);
-					F32 spec = (F32) y/(lightResY-1);
-					//lg[y*lightResX+x] = (U8) (powf(sa, 128.f*spec*spec)*255);
-
-					//F32 sp = acosf(sa)/(1.f-spec);
-
-					sa = powf(sa, gSavedSettings.getF32("RenderSpecularExponent"));
-					F32 a = acosf(sa*0.25f+0.75f);
-					F32 m = llmax(0.5f-spec*0.5f, 0.001f);
-					F32 t2 = tanf(a)/m;
-					t2 *= t2;
-
-					F32 c4a = (3.f+4.f*cosf(2.f*a)+cosf(4.f*a))/8.f;
-					F32 bd = 1.f/(4.f*m*m*c4a)*powf(F_E, -t2);
-
-					lg[y*lightResX+x] = (U8) (llclamp(bd, 0.f, 1.f)*255);
-				}
-			}
-
-			LLImageGL::generateTextures(1, &mLightFunc);
-			gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
-			LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_ALPHA, lightResX, lightResY, GL_ALPHA, GL_UNSIGNED_BYTE, lg);
-			gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
-			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
-
-			delete [] lg;
-		}
-
-		if (gSavedSettings.getBOOL("RenderDeferredGI"))
-		{
-			mGIMap.allocate(512,512,GL_RGBA, TRUE, FALSE);
-			addDeferredAttachments(mGIMap);
-		}
-	}
-
-	gBumpImageList.restoreGL();
-}
-
-void LLPipeline::restoreGL() 
-{
-	LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_RESTORE_GL);
-	assertInitialized();
-
-	if (mVertexShadersEnabled)
-	{
-		LLViewerShaderMgr::instance()->setShaders();
-	}
-
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
-		{
-			LLSpatialPartition* part = region->getSpatialPartition(i);
-			if (part)
-			{
-				part->restoreGL();
-			}
-		}
-	}
-}
-
-
-BOOL LLPipeline::canUseVertexShaders()
-{
-	if (sDisableShaders ||
-		!gGLManager.mHasVertexShader ||
-		!gGLManager.mHasFragmentShader ||
-		!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") ||
-		(assertInitialized() && mVertexShadersLoaded != 1) )
-	{
-		return FALSE;
-	}
-	else
-	{
-		return TRUE;
-	}
-}
-
-BOOL LLPipeline::canUseWindLightShaders() const
-{
-	return (!LLPipeline::sDisableShaders &&
-			gWLSkyProgram.mProgramObject != 0 &&
-			LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
-}
-
-BOOL LLPipeline::canUseWindLightShadersOnObjects() const
-{
-	return (canUseWindLightShaders() 
-		&& LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
-}
-
-BOOL LLPipeline::canUseAntiAliasing() const
-{
-	return TRUE;
-}
-
-void LLPipeline::unloadShaders()
-{
-	LLMemType mt_us(LLMemType::MTYPE_PIPELINE_UNLOAD_SHADERS);
-	LLViewerShaderMgr::instance()->unloadShaders();
-
-	mVertexShadersLoaded = 0;
-}
-
-void LLPipeline::assertInitializedDoError()
-{
-	llerrs << "LLPipeline used when uninitialized." << llendl;
-}
-
-//============================================================================
-
-void LLPipeline::enableShadows(const BOOL enable_shadows)
-{
-	//should probably do something here to wrangle shadows....	
-}
-
-S32 LLPipeline::getMaxLightingDetail() const
-{
-	/*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
-	{
-		return 3;
-	}
-	else*/
-	{
-		return 1;
-	}
-}
-
-S32 LLPipeline::setLightingDetail(S32 level)
-{
-	LLMemType mt_ld(LLMemType::MTYPE_PIPELINE_LIGHTING_DETAIL);
-
-	if (level < 0)
-	{
-		if (gSavedSettings.getBOOL("RenderLocalLights"))
-		{
-			level = 1;
-		}
-		else
-		{
-			level = 0;
-		}
-	}
-	level = llclamp(level, 0, getMaxLightingDetail());
-	mLightingDetail = level;
-	
-	return mLightingDetail;
-}
-
-class LLOctreeDirtyTexture : public LLOctreeTraveler<LLDrawable>
-{
-public:
-	const std::set<LLViewerFetchedTexture*>& mTextures;
-
-	LLOctreeDirtyTexture(const std::set<LLViewerFetchedTexture*>& textures) : mTextures(textures) { }
-
-	virtual void visit(const LLOctreeNode<LLDrawable>* node)
-	{
-		LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0);
-
-		if (!group->isState(LLSpatialGroup::GEOM_DIRTY) && !group->getData().empty())
-		{
-			for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
-			{
-				for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j) 
-				{
-					LLDrawInfo* params = *j;
-					LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture);
-					if (tex && mTextures.find(tex) != mTextures.end())
-					{ 
-						group->setState(LLSpatialGroup::GEOM_DIRTY);
-					}
-				}
-			}
-		}
-
-		for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
-		{
-			LLSpatialBridge* bridge = *i;
-			traverse(bridge->mOctree);
-		}
-	}
-};
-
-// Called when a texture changes # of channels (causes faces to move to alpha pool)
-void LLPipeline::dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures)
-{
-	assertInitialized();
-
-	// *TODO: This is inefficient and causes frame spikes; need a better way to do this
-	//        Most of the time is spent in dirty.traverse.
-
-	for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
-	{
-		LLDrawPool *poolp = *iter;
-		if (poolp->isFacePool())
-		{
-			((LLFacePool*) poolp)->dirtyTextures(textures);
-		}
-	}
-	
-	LLOctreeDirtyTexture dirty(textures);
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
-		{
-			LLSpatialPartition* part = region->getSpatialPartition(i);
-			if (part)
-			{
-				dirty.traverse(part->mOctree);
-			}
-		}
-	}
-}
-
-LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
-{
-	assertInitialized();
-
-	LLDrawPool *poolp = NULL;
-	switch( type )
-	{
-	case LLDrawPool::POOL_SIMPLE:
-		poolp = mSimplePool;
-		break;
-
-	case LLDrawPool::POOL_GRASS:
-		poolp = mGrassPool;
-		break;
-
-	case LLDrawPool::POOL_FULLBRIGHT:
-		poolp = mFullbrightPool;
-		break;
-
-	case LLDrawPool::POOL_INVISIBLE:
-		poolp = mInvisiblePool;
-		break;
-
-	case LLDrawPool::POOL_GLOW:
-		poolp = mGlowPool;
-		break;
-
-	case LLDrawPool::POOL_TREE:
-		poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 );
-		break;
-
-	case LLDrawPool::POOL_TERRAIN:
-		poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 );
-		break;
-
-	case LLDrawPool::POOL_BUMP:
-		poolp = mBumpPool;
-		break;
-
-	case LLDrawPool::POOL_ALPHA:
-		poolp = mAlphaPool;
-		break;
-
-	case LLDrawPool::POOL_AVATAR:
-		break; // Do nothing
-
-	case LLDrawPool::POOL_SKY:
-		poolp = mSkyPool;
-		break;
-
-	case LLDrawPool::POOL_WATER:
-		poolp = mWaterPool;
-		break;
-
-	case LLDrawPool::POOL_GROUND:
-		poolp = mGroundPool;
-		break;
-
-	case LLDrawPool::POOL_WL_SKY:
-		poolp = mWLSkyPool;
-		break;
-
-	default:
-		llassert(0);
-		llerrs << "Invalid Pool Type in  LLPipeline::findPool() type=" << type << llendl;
-		break;
-	}
-
-	return poolp;
-}
-
-
-LLDrawPool *LLPipeline::getPool(const U32 type,	LLViewerTexture *tex0)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE);
-	LLDrawPool *poolp = findPool(type, tex0);
-	if (poolp)
-	{
-		return poolp;
-	}
-
-	LLDrawPool *new_poolp = LLDrawPool::createPool(type, tex0);
-	addPool( new_poolp );
-
-	return new_poolp;
-}
-
-
-// static
-LLDrawPool* LLPipeline::getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE);
-	U32 type = getPoolTypeFromTE(te, imagep);
-	return gPipeline.getPool(type, imagep);
-}
-
-//static 
-U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
-{
-	LLMemType mt_gpt(LLMemType::MTYPE_PIPELINE_GET_POOL_TYPE);
-	
-	if (!te || !imagep)
-	{
-		return 0;
-	}
-		
-	bool alpha = te->getColor().mV[3] < 0.999f;
-	if (imagep)
-	{
-		alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2);
-	}
-
-	if (alpha)
-	{
-		return LLDrawPool::POOL_ALPHA;
-	}
-	else if ((te->getBumpmap() || te->getShiny()))
-	{
-		return LLDrawPool::POOL_BUMP;
-	}
-	else
-	{
-		return LLDrawPool::POOL_SIMPLE;
-	}
-}
-
-
-void LLPipeline::addPool(LLDrawPool *new_poolp)
-{
-	LLMemType mt_a(LLMemType::MTYPE_PIPELINE_ADD_POOL);
-	assertInitialized();
-	mPools.insert(new_poolp);
-	addToQuickLookup( new_poolp );
-}
-
-void LLPipeline::allocDrawable(LLViewerObject *vobj)
-{
-	LLMemType mt_ad(LLMemType::MTYPE_PIPELINE_ALLOCATE_DRAWABLE);
-	LLDrawable *drawable = new LLDrawable();
-	vobj->mDrawable = drawable;
-	
-	drawable->mVObjp     = vobj;
-	
-	//encompass completely sheared objects by taking 
-	//the most extreme point possible (<1,1,0.5>)
-	drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).length());
-	if (vobj->isOrphaned())
-	{
-		drawable->setState(LLDrawable::FORCE_INVISIBLE);
-	}
-	drawable->updateXform(TRUE);
-}
-
-
-static LLFastTimer::DeclareTimer FTM_UNLINK("Unlink");
-static LLFastTimer::DeclareTimer FTM_REMOVE_FROM_MOVE_LIST("Movelist");
-static LLFastTimer::DeclareTimer FTM_REMOVE_FROM_SPATIAL_PARTITION("Spatial Partition");
-static LLFastTimer::DeclareTimer FTM_REMOVE_FROM_LIGHT_SET("Light Set");
-static LLFastTimer::DeclareTimer FTM_REMOVE_FROM_HIGHLIGHT_SET("Highlight Set");
-
-void LLPipeline::unlinkDrawable(LLDrawable *drawable)
-{
-	LLFastTimer t(FTM_UNLINK);
-
-	assertInitialized();
-
-	LLPointer<LLDrawable> drawablep = drawable; // make sure this doesn't get deleted before we are done
-	
-	// Based on flags, remove the drawable from the queues that it's on.
-	if (drawablep->isState(LLDrawable::ON_MOVE_LIST))
-	{
-		LLFastTimer t(FTM_REMOVE_FROM_MOVE_LIST);
-		LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep);
-		if (iter != mMovedList.end())
-		{
-			mMovedList.erase(iter);
-		}
-	}
-
-	if (drawablep->getSpatialGroup())
-	{
-		LLFastTimer t(FTM_REMOVE_FROM_SPATIAL_PARTITION);
-		if (!drawablep->getSpatialGroup()->mSpatialPartition->remove(drawablep, drawablep->getSpatialGroup()))
-		{
-#ifdef LL_RELEASE_FOR_DOWNLOAD
-			llwarns << "Couldn't remove object from spatial group!" << llendl;
-#else
-			llerrs << "Couldn't remove object from spatial group!" << llendl;
-#endif
-		}
-	}
-
-	{
-		LLFastTimer t(FTM_REMOVE_FROM_LIGHT_SET);
-		mLights.erase(drawablep);
-
-		for (light_set_t::iterator iter = mNearbyLights.begin();
-					iter != mNearbyLights.end(); iter++)
-		{
-			if (iter->drawable == drawablep)
-			{
-				mNearbyLights.erase(iter);
-				break;
-			}
-		}
-	}
-
-	{
-		LLFastTimer t(FTM_REMOVE_FROM_HIGHLIGHT_SET);
-		HighlightItem item(drawablep);
-		mHighlightSet.erase(item);
-
-		if (mHighlightObject == drawablep)
-		{
-			mHighlightObject = NULL;
-		}
-	}
-
-	for (U32 i = 0; i < 2; ++i)
-	{
-		if (mShadowSpotLight[i] == drawablep)
-		{
-			mShadowSpotLight[i] = NULL;
-		}
-
-		if (mTargetShadowSpotLight[i] == drawablep)
-		{
-			mTargetShadowSpotLight[i] = NULL;
-		}
-	}
-
-
-}
-
-U32 LLPipeline::addObject(LLViewerObject *vobj)
-{
-	LLMemType mt_ao(LLMemType::MTYPE_PIPELINE_ADD_OBJECT);
-
-	if (gSavedSettings.getBOOL("RenderDelayCreation"))
-	{
-		mCreateQ.push_back(vobj);
-	}
-	else
-	{
-		createObject(vobj);
-	}
-
-	return 1;
-}
-
-void LLPipeline::createObjects(F32 max_dtime)
-{
-	LLFastTimer ftm(FTM_GEO_UPDATE);
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_CREATE_OBJECTS);
-
-	LLTimer update_timer;
-
-	while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime)
-	{
-		LLViewerObject* vobj = mCreateQ.front();
-		if (!vobj->isDead())
-		{
-			createObject(vobj);
-		}
-		mCreateQ.pop_front();
-	}
-	
-	//for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter)
-	//{
-	//	createObject(*iter);
-	//}
-
-	//mCreateQ.clear();
-}
-
-void LLPipeline::createObject(LLViewerObject* vobj)
-{
-	LLDrawable* drawablep = vobj->mDrawable;
-
-	if (!drawablep)
-	{
-		drawablep = vobj->createDrawable(this);
-	}
-	else
-	{
-		llerrs << "Redundant drawable creation!" << llendl;
-	}
-		
-	llassert(drawablep);
-
-	if (vobj->getParent())
-	{
-		vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1
-	}
-	else
-	{
-		vobj->setDrawableParent(NULL); // LLPipeline::addObject 2
-	}
-
-	markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE);
-
-	if (drawablep->getVOVolume() && gSavedSettings.getBOOL("RenderAnimateRes"))
-	{
-		// fun animated res
-		drawablep->updateXform(TRUE);
-		drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
-		drawablep->setScale(LLVector3(0,0,0));
-		drawablep->makeActive();
-	}
-}
-
-
-void LLPipeline::resetFrameStats()
-{
-	assertInitialized();
-
-	LLViewerStats::getInstance()->mTrianglesDrawnStat.addValue(mTrianglesDrawn/1000.f);
-
-	if (mBatchCount > 0)
-	{
-		mMeanBatchSize = gPipeline.mTrianglesDrawn/gPipeline.mBatchCount;
-	}
-	mTrianglesDrawn = 0;
-	sCompiles        = 0;
-	mVerticesRelit   = 0;
-	mLightingChanges = 0;
-	mGeometryChanges = 0;
-	mNumVisibleFaces = 0;
-
-	if (mOldRenderDebugMask != mRenderDebugMask)
-	{
-		gObjectList.clearDebugText();
-		mOldRenderDebugMask = mRenderDebugMask;
-	}
-		
-}
-
-//external functions for asynchronous updating
-void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
-{
-	if (gSavedSettings.getBOOL("FreezeTime"))
-	{
-		return;
-	}
-	if (!drawablep)
-	{
-		llerrs << "updateMove called with NULL drawablep" << llendl;
-		return;
-	}
-	if (drawablep->isState(LLDrawable::EARLY_MOVE))
-	{
-		return;
-	}
-
-	assertInitialized();
-
-	// update drawable now
-	drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED
-	drawablep->updateMove(); // returns done
-	drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
-	// Put on move list so that EARLY_MOVE gets cleared
-	if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
-	{
-		mMovedList.push_back(drawablep);
-		drawablep->setState(LLDrawable::ON_MOVE_LIST);
-	}
-}
-
-void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep)
-{
-	if (gSavedSettings.getBOOL("FreezeTime"))
-	{
-		return;
-	}
-	if (!drawablep)
-	{
-		llerrs << "updateMove called with NULL drawablep" << llendl;
-		return;
-	}
-	if (drawablep->isState(LLDrawable::EARLY_MOVE))
-	{
-		return;
-	}
-
-	assertInitialized();
-
-	// update drawable now
-	drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED
-	drawablep->updateMove();
-	drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
-	// Put on move list so that EARLY_MOVE gets cleared
-	if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
-	{
-		mMovedList.push_back(drawablep);
-		drawablep->setState(LLDrawable::ON_MOVE_LIST);
-	}
-}
-
-void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list)
-{
-	for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin();
-		 iter != moved_list.end(); )
-	{
-		LLDrawable::drawable_vector_t::iterator curiter = iter++;
-		LLDrawable *drawablep = *curiter;
-		BOOL done = TRUE;
-		if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE)))
-		{
-			done = drawablep->updateMove();
-		}
-		drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED);
-		if (done)
-		{
-			drawablep->clearState(LLDrawable::ON_MOVE_LIST);
-			iter = moved_list.erase(curiter);
-		}
-	}
-}
-
-static LLFastTimer::DeclareTimer FTM_OCTREE_BALANCE("Balance Octree");
-static LLFastTimer::DeclareTimer FTM_UPDATE_MOVE("Update Move");
-
-void LLPipeline::updateMove()
-{
-	LLFastTimer t(FTM_UPDATE_MOVE);
-	LLMemType mt_um(LLMemType::MTYPE_PIPELINE_UPDATE_MOVE);
-
-	if (gSavedSettings.getBOOL("FreezeTime"))
-	{
-		return;
-	}
-
-	assertInitialized();
-
-	{
-		static LLFastTimer::DeclareTimer ftm("Retexture");
-		LLFastTimer t(ftm);
-
-		for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin();
-			 iter != mRetexturedList.end(); ++iter)
-		{
-			LLDrawable* drawablep = *iter;
-			if (drawablep && !drawablep->isDead())
-			{
-				drawablep->updateTexture();
-			}
-		}
-		mRetexturedList.clear();
-	}
-
-	{
-		static LLFastTimer::DeclareTimer ftm("Moved List");
-		LLFastTimer t(ftm);
-		updateMovedList(mMovedList);
-	}
-
-	//balance octrees
-	{
- 		LLFastTimer ot(FTM_OCTREE_BALANCE);
-
-		for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-		{
-			LLViewerRegion* region = *iter;
-			for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
-			{
-				LLSpatialPartition* part = region->getSpatialPartition(i);
-				if (part)
-				{
-					part->mOctree->balance();
-				}
-			}
-		}
-	}
-}
-
-/////////////////////////////////////////////////////////////////////////////
-// Culling and occlusion testing
-/////////////////////////////////////////////////////////////////////////////
-
-//static
-F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera)
-{
-	LLVector3 lookAt = center - camera.getOrigin();
-	F32 dist = lookAt.length();
-
-	//ramp down distance for nearby objects
-	//shrink dist by dist/16.
-	if (dist < 16.f)
-	{
-		dist /= 16.f;
-		dist *= dist;
-		dist *= 16.f;
-	}
-
-	//get area of circle around node
-	F32 app_angle = atanf(size.length()/dist);
-	F32 radius = app_angle*LLDrawable::sCurPixelAngle;
-	return radius*radius * F_PI;
-}
-
-//static
-F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera)
-{
-	LLVector4a origin;
-	origin.load3(camera.getOrigin().mV);
-
-	LLVector4a lookAt;
-	lookAt.setSub(center, origin);
-	F32 dist = lookAt.getLength3().getF32();
-
-	//ramp down distance for nearby objects
-	//shrink dist by dist/16.
-	if (dist < 16.f)
-	{
-		dist /= 16.f;
-		dist *= dist;
-		dist *= 16.f;
-	}
-
-	//get area of circle around node
-	F32 app_angle = atanf(size.getLength3().getF32()/dist);
-	F32 radius = app_angle*LLDrawable::sCurPixelAngle;
-	return radius*radius * F_PI;
-}
-
-void LLPipeline::grabReferences(LLCullResult& result)
-{
-	sCull = &result;
-}
-
-void LLPipeline::clearReferences()
-{
-	sCull = NULL;
-}
-
-void check_references(LLSpatialGroup* group, LLDrawable* drawable)
-{
-	for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
-	{
-		if (drawable == *i)
-		{
-			llerrs << "LLDrawable deleted while actively reference by LLPipeline." << llendl;
-		}
-	}			
-}
-
-void check_references(LLDrawable* drawable, LLFace* face)
-{
-	for (S32 i = 0; i < drawable->getNumFaces(); ++i)
-	{
-		if (drawable->getFace(i) == face)
-		{
-			llerrs << "LLFace deleted while actively referenced by LLPipeline." << llendl;
-		}
-	}
-}
-
-void check_references(LLSpatialGroup* group, LLFace* face)
-{
-	for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
-	{
-		LLDrawable* drawable = *i;
-		check_references(drawable, face);
-	}			
-}
-
-void LLPipeline::checkReferences(LLFace* face)
-{
-#if 0
-	if (sCull)
-	{
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			check_references(group, face);
-		}
-
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			check_references(group, face);
-		}
-
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			check_references(group, face);
-		}
-
-		for (LLCullResult::drawable_list_t::iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter)
-		{
-			LLDrawable* drawable = *iter;
-			check_references(drawable, face);	
-		}
-	}
-#endif
-}
-
-void LLPipeline::checkReferences(LLDrawable* drawable)
-{
-#if 0
-	if (sCull)
-	{
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			check_references(group, drawable);
-		}
-
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			check_references(group, drawable);
-		}
-
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			check_references(group, drawable);
-		}
-
-		for (LLCullResult::drawable_list_t::iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter)
-		{
-			if (drawable == *iter)
-			{
-				llerrs << "LLDrawable deleted while actively referenced by LLPipeline." << llendl;
-			}
-		}
-	}
-#endif
-}
-
-void check_references(LLSpatialGroup* group, LLDrawInfo* draw_info)
-{
-	for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
-	{
-		LLSpatialGroup::drawmap_elem_t& draw_vec = i->second;
-		for (LLSpatialGroup::drawmap_elem_t::iterator j = draw_vec.begin(); j != draw_vec.end(); ++j)
-		{
-			LLDrawInfo* params = *j;
-			if (params == draw_info)
-			{
-				llerrs << "LLDrawInfo deleted while actively referenced by LLPipeline." << llendl;
-			}
-		}
-	}
-}
-
-
-void LLPipeline::checkReferences(LLDrawInfo* draw_info)
-{
-#if 0
-	if (sCull)
-	{
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			check_references(group, draw_info);
-		}
-
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			check_references(group, draw_info);
-		}
-
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			check_references(group, draw_info);
-		}
-	}
-#endif
-}
-
-void LLPipeline::checkReferences(LLSpatialGroup* group)
-{
-#if 0
-	if (sCull)
-	{
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
-		{
-			if (group == *iter)
-			{
-				llerrs << "LLSpatialGroup deleted while actively referenced by LLPipeline." << llendl;
-			}
-		}
-
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
-		{
-			if (group == *iter)
-			{
-				llerrs << "LLSpatialGroup deleted while actively referenced by LLPipeline." << llendl;
-			}
-		}
-
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
-		{
-			if (group == *iter)
-			{
-				llerrs << "LLSpatialGroup deleted while actively referenced by LLPipeline." << llendl;
-			}
-		}
-	}
-#endif
-}
-
-
-BOOL LLPipeline::visibleObjectsInFrustum(LLCamera& camera)
-{
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-
-		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
-		{
-			LLSpatialPartition* part = region->getSpatialPartition(i);
-			if (part)
-			{
-				if (hasRenderType(part->mDrawableType))
-				{
-					if (part->visibleObjectsInFrustum(camera))
-					{
-						return TRUE;
-					}
-				}
-			}
-		}
-	}
-
-	return FALSE;
-}
-
-BOOL LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max)
-{
-	const F32 X = 65536.f;
-
-	min = LLVector3(X,X,X);
-	max = LLVector3(-X,-X,-X);
-
-	U32 saved_camera_id = LLViewerCamera::sCurCameraID;
-	LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
-
-	BOOL res = TRUE;
-
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-
-		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
-		{
-			LLSpatialPartition* part = region->getSpatialPartition(i);
-			if (part)
-			{
-				if (hasRenderType(part->mDrawableType))
-				{
-					if (!part->getVisibleExtents(camera, min, max))
-					{
-						res = FALSE;
-					}
-				}
-			}
-		}
-	}
-
-	LLViewerCamera::sCurCameraID = saved_camera_id;
-
-	return res;
-}
-
-static LLFastTimer::DeclareTimer FTM_CULL("Object Culling");
-
-void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip, LLPlane* planep)
-{
-	LLFastTimer t(FTM_CULL);
-	LLMemType mt_uc(LLMemType::MTYPE_PIPELINE_UPDATE_CULL);
-
-	grabReferences(result);
-
-	sCull->clear();
-
-	BOOL to_texture =	LLPipeline::sUseOcclusion > 1 &&
-						!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && 
-						LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
-						gPipeline.canUseVertexShaders() &&
-						sRenderGlow;
-
-	if (to_texture)
-	{
-		mScreen.bindTarget();
-	}
-
-	if (sUseOcclusion > 1)
-	{
-		gGL.setColorMask(false, false);
-	}
-
-	glMatrixMode(GL_PROJECTION);
-	glPushMatrix();
-	glLoadMatrixd(gGLLastProjection);
-	glMatrixMode(GL_MODELVIEW);
-	glPushMatrix();
-	gGLLastMatrix = NULL;
-	glLoadMatrixd(gGLLastModelView);
-
-
-	LLVertexBuffer::unbind();
-	LLGLDisable blend(GL_BLEND);
-	LLGLDisable test(GL_ALPHA_TEST);
-	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
-
-	//setup a clip plane in projection matrix for reflection renders (prevents flickering from occlusion culling)
-	LLViewerRegion* region = gAgent.getRegion();
-	LLPlane plane;
-
-	if (planep)
-	{
-		plane = *planep;
-	}
-	else 
-	{
-		if (region)
-		{
-			LLVector3 pnorm;
-			F32 height = region->getWaterHeight();
-			if (water_clip < 0)
-			{ //camera is above water, clip plane points up
-				pnorm.setVec(0,0,1);
-				plane.setVec(pnorm, -height);
-			}
-			else if (water_clip > 0)
-			{	//camera is below water, clip plane points down
-				pnorm = LLVector3(0,0,-1);
-				plane.setVec(pnorm, height);
-			}
-		}
-	}
-	
-	glh::matrix4f modelview = glh_get_last_modelview();
-	glh::matrix4f proj = glh_get_last_projection();
-	LLGLUserClipPlane clip(plane, modelview, proj, water_clip != 0 && LLPipeline::sReflectionRender);
-
-	LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
-	bool bound_shader = false;
-	if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0)
-	{ //if no shader is currently bound, use the occlusion shader instead of fixed function if we can
-		// (shadow render uses a special shader that clamps to clip planes)
-		bound_shader = true;
-		gOcclusionProgram.bind();
-	}
-	
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-		if (water_clip != 0)
-		{
-			LLPlane plane(LLVector3(0,0, (F32) -water_clip), (F32) water_clip*region->getWaterHeight());
-			camera.setUserClipPlane(plane);
-		}
-		else
-		{
-			camera.disableUserClipPlane();
-		}
-
-		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
-		{
-			LLSpatialPartition* part = region->getSpatialPartition(i);
-			if (part)
-			{
-				if (hasRenderType(part->mDrawableType))
-				{
-					part->cull(camera);
-				}
-			}
-		}
-	}
-
-	if (bound_shader)
-	{
-		gOcclusionProgram.unbind();
-	}
-
-	camera.disableUserClipPlane();
-
-	if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) && 
-		gSky.mVOSkyp.notNull() && 
-		gSky.mVOSkyp->mDrawable.notNull())
-	{
-		gSky.mVOSkyp->mDrawable->setVisible(camera);
-		sCull->pushDrawable(gSky.mVOSkyp->mDrawable);
-		gSky.updateCull();
-		stop_glerror();
-	}
-
-	if (hasRenderType(LLPipeline::RENDER_TYPE_GROUND) && 
-		!gPipeline.canUseWindLightShaders() &&
-		gSky.mVOGroundp.notNull() && 
-		gSky.mVOGroundp->mDrawable.notNull() &&
-		!LLPipeline::sWaterReflections)
-	{
-		gSky.mVOGroundp->mDrawable->setVisible(camera);
-		sCull->pushDrawable(gSky.mVOGroundp->mDrawable);
-	}
-	
-	
-	glMatrixMode(GL_PROJECTION);
-	glPopMatrix();
-	glMatrixMode(GL_MODELVIEW);
-	glPopMatrix();
-
-	if (sUseOcclusion > 1)
-	{
-		gGL.setColorMask(true, false);
-	}
-
-	if (to_texture)
-	{
-		mScreen.flush();
-	}
-}
-
-void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
-{
-	if (group->getData().empty())
-	{ 
-		return;
-	}
-	
-	group->setVisible();
-
-	if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
-	{
-		group->updateDistance(camera);
-	}
-	
-	const F32 MINIMUM_PIXEL_AREA = 16.f;
-
-	if (group->mPixelArea < MINIMUM_PIXEL_AREA)
-	{
-		return;
-	}
-
-	if (sMinRenderSize > 0.f && 
-			llmax(llmax(group->mBounds[1][0], group->mBounds[1][1]), group->mBounds[1][2]) < sMinRenderSize)
-	{
-		return;
-	}
-
-	assertInitialized();
-	
-	if (!group->mSpatialPartition->mRenderByGroup)
-	{ //render by drawable
-		sCull->pushDrawableGroup(group);
-	}
-	else
-	{   //render by group
-		sCull->pushVisibleGroup(group);
-	}
-
-	mNumVisibleNodes++;
-}
-
-void LLPipeline::markOccluder(LLSpatialGroup* group)
-{
-	if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION))
-	{
-		LLSpatialGroup* parent = group->getParent();
-
-		if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED))
-		{ //only mark top most occluders as active occlusion
-			sCull->pushOcclusionGroup(group);
-			group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
-				
-			if (parent && 
-				!parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) &&
-				parent->getElementCount() == 0 &&
-				parent->needsUpdate())
-			{
-				sCull->pushOcclusionGroup(group);
-				parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
-			}
-		}
-	}
-}
-
-void LLPipeline::doOcclusion(LLCamera& camera)
-{
-	if (LLPipeline::sUseOcclusion > 1 && sCull->hasOcclusionGroups())
-	{
-		LLVertexBuffer::unbind();
-
-		if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION))
-		{
-			gGL.setColorMask(true, false, false, false);
-		}
-		else
-		{
-			gGL.setColorMask(false, false);
-		}
-		LLGLDisable blend(GL_BLEND);
-		LLGLDisable test(GL_ALPHA_TEST);
-		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-		LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
-		LLGLDisable cull(GL_CULL_FACE);
-
-		
-		bool bind_shader = LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShader == 0;
-		if (bind_shader)
-		{
-			if (LLPipeline::sShadowRender)
-			{
-				gDeferredShadowProgram.bind();
-			}
-			else
-			{
-				gOcclusionProgram.bind();
-			}
-		}
-
-		for (LLCullResult::sg_list_t::iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			group->doOcclusion(&camera);
-			group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
-		}
-	
-		if (bind_shader)
-		{
-			if (LLPipeline::sShadowRender)
-			{
-				gDeferredShadowProgram.unbind();
-			}
-			else
-			{
-				gOcclusionProgram.unbind();
-			}
-		}
-
-		gGL.setColorMask(true, false);
-	}
-}
-	
-BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority)
-{
-	BOOL update_complete = drawablep->updateGeometry(priority);
-	if (update_complete && assertInitialized())
-	{
-		drawablep->setState(LLDrawable::BUILT);
-		mGeometryChanges++;
-	}
-	return update_complete;
-}
-
-void LLPipeline::updateGL()
-{
-	while (!LLGLUpdate::sGLQ.empty())
-	{
-		LLGLUpdate* glu = LLGLUpdate::sGLQ.front();
-		glu->updateGL();
-		glu->mInQ = FALSE;
-		LLGLUpdate::sGLQ.pop_front();
-	}
-}
-
-void LLPipeline::rebuildPriorityGroups()
-{
-	LLTimer update_timer;
-	LLMemType mt(LLMemType::MTYPE_PIPELINE);
-	
-	assertInitialized();
-
-	gMeshRepo.notifyLoadedMeshes();
-
-	mGroupQ1Locked = true;
-	// Iterate through all drawables on the priority build queue,
-	for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin();
-		 iter != mGroupQ1.end(); ++iter)
-	{
-		LLSpatialGroup* group = *iter;
-		group->rebuildGeom();
-		group->clearState(LLSpatialGroup::IN_BUILD_Q1);
-	}
-
-	mGroupQ1.clear();
-	mGroupQ1Locked = false;
-
-}
-		
-void LLPipeline::rebuildGroups()
-{
-	if (mGroupQ2.empty())
-	{
-		return;
-	}
-
-	mGroupQ2Locked = true;
-	// Iterate through some drawables on the non-priority build queue
-	S32 size = (S32) mGroupQ2.size();
-	S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size);
-			
-	S32 count = 0;
-	
-	std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency());
-
-	LLSpatialGroup::sg_vector_t::iterator iter;
-	LLSpatialGroup::sg_vector_t::iterator last_iter = mGroupQ2.begin();
-
-	for (iter = mGroupQ2.begin();
-		 iter != mGroupQ2.end() && count <= min_count; ++iter)
-	{
-		LLSpatialGroup* group = *iter;
-		last_iter = iter;
-
-		if (!group->isDead())
-		{
-			group->rebuildGeom();
-			
-			if (group->mSpatialPartition->mRenderByGroup)
-			{
-				count++;
-			}
-		}
-
-		group->clearState(LLSpatialGroup::IN_BUILD_Q2);
-	}	
-
-	mGroupQ2.erase(mGroupQ2.begin(), ++last_iter);
-
-	mGroupQ2Locked = false;
-
-	updateMovedList(mMovedBridge);
-}
-
-void LLPipeline::updateGeom(F32 max_dtime)
-{
-	LLTimer update_timer;
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_UPDATE_GEOM);
-	LLPointer<LLDrawable> drawablep;
-
-	LLFastTimer t(FTM_GEO_UPDATE);
-
-	assertInitialized();
-
-	if (sDelayedVBOEnable > 0)
-	{
-		if (--sDelayedVBOEnable <= 0)
-		{
-			resetVertexBuffers();
-			LLVertexBuffer::sEnableVBOs = TRUE;
-		}
-	}
-
-	// notify various object types to reset internal cost metrics, etc.
-	// for now, only LLVOVolume does this to throttle LOD changes
-	LLVOVolume::preUpdateGeom();
-
-	// Iterate through all drawables on the priority build queue,
-	for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
-		 iter != mBuildQ1.end();)
-	{
-		LLDrawable::drawable_list_t::iterator curiter = iter++;
-		LLDrawable* drawablep = *curiter;
-		if (drawablep && !drawablep->isDead())
-		{
-			if (drawablep->isState(LLDrawable::IN_REBUILD_Q2))
-			{
-				drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
-				LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep);
-				if (find != mBuildQ2.end())
-				{
-					mBuildQ2.erase(find);
-				}
-			}
-
-			if (updateDrawableGeom(drawablep, TRUE))
-			{
-				drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
-				mBuildQ1.erase(curiter);
-			}
-		}
-		else
-		{
-			mBuildQ1.erase(curiter);
-		}
-	}
-		
-	// Iterate through some drawables on the non-priority build queue
-	S32 min_count = 16;
-	S32 size = (S32) mBuildQ2.size();
-	if (size > 1024)
-	{
-		min_count = llclamp((S32) (size * (F32) size/4096), 16, size);
-	}
-		
-	S32 count = 0;
-	
-	max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, max_dtime);
-	LLSpatialGroup* last_group = NULL;
-	LLSpatialBridge* last_bridge = NULL;
-
-	for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
-		 iter != mBuildQ2.end(); )
-	{
-		LLDrawable::drawable_list_t::iterator curiter = iter++;
-		LLDrawable* drawablep = *curiter;
-
-		LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() :
-									drawablep->getParent()->getSpatialBridge();
-
-		if (drawablep->getSpatialGroup() != last_group && 
-			(!last_bridge || bridge != last_bridge) &&
-			(update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count)
-		{
-			break;
-		}
-
-		//make sure updates don't stop in the middle of a spatial group
-		//to avoid thrashing (objects are enqueued by group)
-		last_group = drawablep->getSpatialGroup();
-		last_bridge = bridge;
-
-		BOOL update_complete = TRUE;
-		if (!drawablep->isDead())
-		{
-			update_complete = updateDrawableGeom(drawablep, FALSE);
-			count++;
-		}
-		if (update_complete)
-		{
-			drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
-			mBuildQ2.erase(curiter);
-		}
-	}	
-
-	updateMovedList(mMovedBridge);
-}
-
-void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_VISIBLE);
-
-	if(drawablep && !drawablep->isDead())
-	{
-		if (drawablep->isSpatialBridge())
-		{
-			const LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable;
-			llassert(root); // trying to catch a bad assumption
-			if (root && //  // this test may not be needed, see above
-					root->getVObj()->isAttachment())
-			{
-				LLDrawable* rootparent = root->getParent();
-				if (rootparent) // this IS sometimes NULL
-				{
-					LLViewerObject *vobj = rootparent->getVObj();
-					llassert(vobj); // trying to catch a bad assumption
-					if (vobj) // this test may not be needed, see above
-					{
-						const LLVOAvatar* av = vobj->asAvatar();
-						if (av && av->isImpostor())
-						{
-							return;
-						}
-					}
-				}
-			}
-			sCull->pushBridge((LLSpatialBridge*) drawablep);
-		}
-		else
-		{
-			sCull->pushDrawable(drawablep);
-		}
-
-		drawablep->setVisible(camera);
-	}
-}
-
-void LLPipeline::markMoved(LLDrawable *drawablep, BOOL damped_motion)
-{
-	LLMemType mt_mm(LLMemType::MTYPE_PIPELINE_MARK_MOVED);
-
-	if (!drawablep)
-	{
-		//llerrs << "Sending null drawable to moved list!" << llendl;
-		return;
-	}
-	
-	if (drawablep->isDead())
-	{
-		llwarns << "Marking NULL or dead drawable moved!" << llendl;
-		return;
-	}
-	
-	if (drawablep->getParent()) 
-	{
-		//ensure that parent drawables are moved first
-		markMoved(drawablep->getParent(), damped_motion);
-	}
-
-	assertInitialized();
-
-	if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
-	{
-		if (drawablep->isSpatialBridge())
-		{
-			mMovedBridge.push_back(drawablep);
-		}
-		else
-		{
-			mMovedList.push_back(drawablep);
-		}
-		drawablep->setState(LLDrawable::ON_MOVE_LIST);
-	}
-	if (damped_motion == FALSE)
-	{
-		drawablep->setState(LLDrawable::MOVE_UNDAMPED); // UNDAMPED trumps DAMPED
-	}
-	else if (drawablep->isState(LLDrawable::MOVE_UNDAMPED))
-	{
-		drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
-	}
-}
-
-void LLPipeline::markShift(LLDrawable *drawablep)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_SHIFT);
-
-	if (!drawablep || drawablep->isDead())
-	{
-		return;
-	}
-
-	assertInitialized();
-
-	if (!drawablep->isState(LLDrawable::ON_SHIFT_LIST))
-	{
-		drawablep->getVObj()->setChanged(LLXform::SHIFTED | LLXform::SILHOUETTE);
-		if (drawablep->getParent()) 
-		{
-			markShift(drawablep->getParent());
-		}
-		mShiftList.push_back(drawablep);
-		drawablep->setState(LLDrawable::ON_SHIFT_LIST);
-	}
-}
-
-void LLPipeline::shiftObjects(const LLVector3 &offset)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_SHIFT_OBJECTS);
-
-	assertInitialized();
-
-	glClear(GL_DEPTH_BUFFER_BIT);
-	gDepthDirty = TRUE;
-		
-	LLVector4a offseta;
-	offseta.load3(offset.mV);
-
-	for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin();
-		 iter != mShiftList.end(); iter++)
-	{
-		LLDrawable *drawablep = *iter;
-		if (drawablep->isDead())
-		{
-			continue;
-		}	
-		drawablep->shiftPos(offseta);	
-		drawablep->clearState(LLDrawable::ON_SHIFT_LIST);
-	}
-	mShiftList.resize(0);
-
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
-		{
-			LLSpatialPartition* part = region->getSpatialPartition(i);
-			if (part)
-			{
-				part->shift(offseta);
-			}
-		}
-	}
-
-	LLHUDText::shiftAll(offset);
-	LLHUDNameTag::shiftAll(offset);
-	display_update_camera();
-}
-
-void LLPipeline::markTextured(LLDrawable *drawablep)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_TEXTURED);
-
-	if (drawablep && !drawablep->isDead() && assertInitialized())
-	{
-		mRetexturedList.insert(drawablep);
-	}
-}
-
-void LLPipeline::markGLRebuild(LLGLUpdate* glu)
-{
-	if (glu && !glu->mInQ)
-	{
-		LLGLUpdate::sGLQ.push_back(glu);
-		glu->mInQ = TRUE;
-	}
-}
-
-void LLPipeline::markPartitionMove(LLDrawable* drawable)
-{
-	if (!drawable->isState(LLDrawable::PARTITION_MOVE) && 
-		!drawable->getPositionGroup().equals3(LLVector4a::getZero()))
-	{
-		drawable->setState(LLDrawable::PARTITION_MOVE);
-		mPartitionQ.push_back(drawable);
-	}
-}
-
-void LLPipeline::processPartitionQ()
-{
-	for (LLDrawable::drawable_list_t::iterator iter = mPartitionQ.begin(); iter != mPartitionQ.end(); ++iter)
-	{
-		LLDrawable* drawable = *iter;
-		if (!drawable->isDead())
-		{
-			drawable->updateBinRadius();
-			drawable->movePartition();
-		}
-		drawable->clearState(LLDrawable::PARTITION_MOVE);
-	}
-
-	mPartitionQ.clear();
-}
-
-void LLPipeline::markRebuild(LLSpatialGroup* group, BOOL priority)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE);
-	
-	if (group && !group->isDead() && group->mSpatialPartition)
-	{
-		if (group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_HUD)
-		{
-			priority = TRUE;
-		}
-
-		if (priority)
-		{
-			if (!group->isState(LLSpatialGroup::IN_BUILD_Q1))
-			{
-				llassert_always(!mGroupQ1Locked);
-
-				mGroupQ1.push_back(group);
-				group->setState(LLSpatialGroup::IN_BUILD_Q1);
-
-				if (group->isState(LLSpatialGroup::IN_BUILD_Q2))
-				{
-					LLSpatialGroup::sg_vector_t::iterator iter = std::find(mGroupQ2.begin(), mGroupQ2.end(), group);
-					if (iter != mGroupQ2.end())
-					{
-						mGroupQ2.erase(iter);
-					}
-					group->clearState(LLSpatialGroup::IN_BUILD_Q2);
-				}
-			}
-		}
-		else if (!group->isState(LLSpatialGroup::IN_BUILD_Q2 | LLSpatialGroup::IN_BUILD_Q1))
-		{
-			llassert_always(!mGroupQ2Locked);
-			mGroupQ2.push_back(group);
-			group->setState(LLSpatialGroup::IN_BUILD_Q2);
-
-		}
-	}
-}
-
-void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, BOOL priority)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_REBUILD);
-
-	if (drawablep && !drawablep->isDead() && assertInitialized())
-	{
-		if (!drawablep->isState(LLDrawable::BUILT))
-		{
-			priority = TRUE;
-		}
-		if (priority)
-		{
-			if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1))
-			{
-				mBuildQ1.push_back(drawablep);
-				drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue
-			}
-		}
-		else if (!drawablep->isState(LLDrawable::IN_REBUILD_Q2))
-		{
-			mBuildQ2.push_back(drawablep);
-			drawablep->setState(LLDrawable::IN_REBUILD_Q2); // need flag here because it is just a list
-		}
-		if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION))
-		{
-			drawablep->getVObj()->setChanged(LLXform::SILHOUETTE);
-		}
-		drawablep->setState(flag);
-	}
-}
-
-static LLFastTimer::DeclareTimer FTM_RESET_DRAWORDER("Reset Draw Order");
-
-void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
-{
-	if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
-					  LLPipeline::RENDER_TYPE_GROUND,
-					  LLPipeline::RENDER_TYPE_TERRAIN,
-					  LLPipeline::RENDER_TYPE_TREE,
-					  LLPipeline::RENDER_TYPE_SKY,
-					  LLPipeline::RENDER_TYPE_VOIDWATER,
-					  LLPipeline::RENDER_TYPE_WATER,
-					  LLPipeline::END_RENDER_TYPES))
-	{
-		//clear faces from face pools
-		LLFastTimer t(FTM_RESET_DRAWORDER);
-		gPipeline.resetDrawOrders();
-	}
-
-	LLFastTimer ftm(FTM_STATESORT);
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
-
-	//LLVertexBuffer::unbind();
-
-	grabReferences(result);
-	for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
-	{
-		LLSpatialGroup* group = *iter;
-		group->checkOcclusion();
-		if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
-		{
-			markOccluder(group);
-		}
-		else
-		{
-			group->setVisible();
-			for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
-			{
-				markVisible(*i, camera);
-			}
-		}
-	}
-
-	if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
-	{
-		LLSpatialGroup* last_group = NULL;
-		for (LLCullResult::bridge_list_t::iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
-		{
-			LLCullResult::bridge_list_t::iterator cur_iter = i;
-			LLSpatialBridge* bridge = *cur_iter;
-			LLSpatialGroup* group = bridge->getSpatialGroup();
-
-			if (last_group == NULL)
-			{
-				last_group = group;
-			}
-
-			if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
-			{
-				stateSort(bridge, camera);
-			}
-
-			if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
-				last_group != group && last_group->changeLOD())
-			{
-				last_group->mLastUpdateDistance = last_group->mDistance;
-			}
-
-			last_group = group;
-		}
-
-		if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
-			last_group && last_group->changeLOD())
-		{
-			last_group->mLastUpdateDistance = last_group->mDistance;
-		}
-	}
-
-	for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
-	{
-		LLSpatialGroup* group = *iter;
-		group->checkOcclusion();
-		if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
-		{
-			markOccluder(group);
-		}
-		else
-		{
-			group->setVisible();
-			stateSort(group, camera);
-		}
-	}
-	
-	{
-		LLFastTimer ftm(FTM_STATESORT_DRAWABLE);
-		for (LLCullResult::drawable_list_t::iterator iter = sCull->beginVisibleList();
-			 iter != sCull->endVisibleList(); ++iter)
-		{
-			LLDrawable *drawablep = *iter;
-			if (!drawablep->isDead())
-			{
-				stateSort(drawablep, camera);
-			}
-		}
-	}
-	{
-		LLFastTimer ftm(FTM_CLIENT_COPY);
-		LLVertexBuffer::clientCopy();
-	}
-	
-	postSort(camera);	
-}
-
-void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
-	if (group->changeLOD())
-	{
-		for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
-		{
-			LLDrawable* drawablep = *i;
-			stateSort(drawablep, camera);
-		}
-
-		if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
-		{ //avoid redundant stateSort calls
-			group->mLastUpdateDistance = group->mDistance;
-		}
-	}
-
-}
-
-void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
-	if (bridge->getSpatialGroup()->changeLOD())
-	{
-		bool force_update = false;
-		bridge->updateDistance(camera, force_update);
-	}
-}
-
-void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
-		
-	if (!drawablep
-		|| drawablep->isDead() 
-		|| !hasRenderType(drawablep->getRenderType()))
-	{
-		return;
-	}
-	
-	if (LLSelectMgr::getInstance()->mHideSelectedObjects)
-	{
-		if (drawablep->getVObj().notNull() &&
-			drawablep->getVObj()->isSelected())
-		{
-			return;
-		}
-	}
-
-	if (drawablep->isAvatar())
-	{ //don't draw avatars beyond render distance or if we don't have a spatial group.
-		if ((drawablep->getSpatialGroup() == NULL) || 
-			(drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance))
-		{
-			return;
-		}
-
-		LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get();
-		if (!avatarp->isVisible())
-		{
-			return;
-		}
-	}
-
-	assertInitialized();
-
-	if (hasRenderType(drawablep->mRenderType))
-	{
-		if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE))
-		{
-			drawablep->setVisible(camera, NULL, FALSE);
-		}
-		else if (drawablep->isState(LLDrawable::CLEAR_INVISIBLE))
-		{
-			// clear invisible flag here to avoid single frame glitch
-			drawablep->clearState(LLDrawable::FORCE_INVISIBLE|LLDrawable::CLEAR_INVISIBLE);
-		}
-	}
-
-	if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
-	{
-		//if (drawablep->isVisible()) isVisible() check here is redundant, if it wasn't visible, it wouldn't be here
-		{
-			if (!drawablep->isActive())
-			{
-				bool force_update = false;
-				drawablep->updateDistance(camera, force_update);
-			}
-			else if (drawablep->isAvatar())
-			{
-				bool force_update = false;
-				drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility()
-			}
-		}
-	}
-
-	if (!drawablep->getVOVolume())
-	{
-		for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin();
-				iter != drawablep->mFaces.end(); iter++)
-		{
-			LLFace* facep = *iter;
-
-			if (facep->hasGeometry())
-			{
-				if (facep->getPool())
-				{
-					facep->getPool()->enqueue(facep);
-				}
-				else
-				{
-					break;
-				}
-			}
-		}
-	}
-	
-
-	mNumVisibleFaces += drawablep->getNumFaces();
-}
-
-
-void forAllDrawables(LLCullResult::sg_list_t::iterator begin, 
-					 LLCullResult::sg_list_t::iterator end,
-					 void (*func)(LLDrawable*))
-{
-	for (LLCullResult::sg_list_t::iterator i = begin; i != end; ++i)
-	{
-		for (LLSpatialGroup::element_iter j = (*i)->getData().begin(); j != (*i)->getData().end(); ++j)
-		{
-			func(*j);	
-		}
-	}
-}
-
-void LLPipeline::forAllVisibleDrawables(void (*func)(LLDrawable*))
-{
-	forAllDrawables(sCull->beginDrawableGroups(), sCull->endDrawableGroups(), func);
-	forAllDrawables(sCull->beginVisibleGroups(), sCull->endVisibleGroups(), func);
-}
-
-//function for creating scripted beacons
-void renderScriptedBeacons(LLDrawable* drawablep)
-{
-	LLViewerObject *vobj = drawablep->getVObj();
-	if (vobj 
-		&& !vobj->isAvatar() 
-		&& !vobj->getParent()
-		&& vobj->flagScripted())
-	{
-		if (gPipeline.sRenderBeacons)
-		{
-			gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
-		}
-
-		if (gPipeline.sRenderHighlight)
-		{
-			S32 face_id;
-			S32 count = drawablep->getNumFaces();
-			for (face_id = 0; face_id < count; face_id++)
-			{
-				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
-			}
-		}
-	}
-}
-
-void renderScriptedTouchBeacons(LLDrawable* drawablep)
-{
-	LLViewerObject *vobj = drawablep->getVObj();
-	if (vobj 
-		&& !vobj->isAvatar() 
-		&& !vobj->getParent()
-		&& vobj->flagScripted()
-		&& vobj->flagHandleTouch())
-	{
-		if (gPipeline.sRenderBeacons)
-		{
-			gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
-		}
-
-		if (gPipeline.sRenderHighlight)
-		{
-			S32 face_id;
-			S32 count = drawablep->getNumFaces();
-			for (face_id = 0; face_id < count; face_id++)
-			{
-				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
-			}
-		}
-	}
-}
-
-void renderPhysicalBeacons(LLDrawable* drawablep)
-{
-	LLViewerObject *vobj = drawablep->getVObj();
-	if (vobj 
-		&& !vobj->isAvatar() 
-		//&& !vobj->getParent()
-		&& vobj->usePhysics())
-	{
-		if (gPipeline.sRenderBeacons)
-		{
-			gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
-		}
-
-		if (gPipeline.sRenderHighlight)
-		{
-			S32 face_id;
-			S32 count = drawablep->getNumFaces();
-			for (face_id = 0; face_id < count; face_id++)
-			{
-				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
-			}
-		}
-	}
-}
-
-void renderMOAPBeacons(LLDrawable* drawablep)
-{
-	LLViewerObject *vobj = drawablep->getVObj();
-
-	if(!vobj || vobj->isAvatar())
-		return;
-
-	BOOL beacon=FALSE;
-	U8 tecount=vobj->getNumTEs();
-	for(int x=0;x<tecount;x++)
-	{
-		if(vobj->getTE(x)->hasMedia())
-		{
-			beacon=TRUE;
-			break;
-		}
-	}
-	if(beacon==TRUE)
-	{
-		if (gPipeline.sRenderBeacons)
-		{
-			gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
-		}
-
-		if (gPipeline.sRenderHighlight)
-		{
-			S32 face_id;
-			S32 count = drawablep->getNumFaces();
-			for (face_id = 0; face_id < count; face_id++)
-			{
-				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
-			}
-		}
-	}
-}
-
-void renderParticleBeacons(LLDrawable* drawablep)
-{
-	// Look for attachments, objects, etc.
-	LLViewerObject *vobj = drawablep->getVObj();
-	if (vobj 
-		&& vobj->isParticleSource())
-	{
-		if (gPipeline.sRenderBeacons)
-		{
-			LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f);
-			gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
-		}
-
-		if (gPipeline.sRenderHighlight)
-		{
-			S32 face_id;
-			S32 count = drawablep->getNumFaces();
-			for (face_id = 0; face_id < count; face_id++)
-			{
-				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
-			}
-		}
-	}
-}
-
-void renderSoundHighlights(LLDrawable* drawablep)
-{
-	// Look for attachments, objects, etc.
-	LLViewerObject *vobj = drawablep->getVObj();
-	if (vobj && vobj->isAudioSource())
-	{
-		if (gPipeline.sRenderHighlight)
-		{
-			S32 face_id;
-			S32 count = drawablep->getNumFaces();
-			for (face_id = 0; face_id < count; face_id++)
-			{
-				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
-			}
-		}
-	}
-}
-
-void LLPipeline::postSort(LLCamera& camera)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_POST_SORT);
-	LLFastTimer ftm(FTM_STATESORT_POSTSORT);
-
-	assertInitialized();
-
-	llpushcallstacks ;
-	//rebuild drawable geometry
-	for (LLCullResult::sg_list_t::iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i)
-	{
-		LLSpatialGroup* group = *i;
-		if (!sUseOcclusion || 
-			!group->isOcclusionState(LLSpatialGroup::OCCLUDED))
-		{
-			group->rebuildGeom();
-		}
-	}
-	llpushcallstacks ;
-	//rebuild groups
-	sCull->assertDrawMapsEmpty();
-
-	rebuildPriorityGroups();
-	llpushcallstacks ;
-
-	const S32 bin_count = 1024*8;
-		
-	static LLCullResult::drawinfo_list_t alpha_bins[bin_count];
-	static U32 bin_size[bin_count];
-
-	//clear one bin per frame to avoid memory bloat
-	static S32 clear_idx = 0;
-	clear_idx = (1+clear_idx)%bin_count;
-	alpha_bins[clear_idx].clear();
-
-	for (U32 j = 0; j < bin_count; j++)
-	{
-		bin_size[j] = 0;
-	}
-
-	//build render map
-	for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
-	{
-		LLSpatialGroup* group = *i;
-		if (sUseOcclusion && 
-			group->isOcclusionState(LLSpatialGroup::OCCLUDED))
-		{
-			continue;
-		}
-
-		if (group->isState(LLSpatialGroup::NEW_DRAWINFO) && group->isState(LLSpatialGroup::GEOM_DIRTY))
-		{ //no way this group is going to be drawable without a rebuild
-			group->rebuildGeom();
-		}
-
-		for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j)
-		{
-			LLSpatialGroup::drawmap_elem_t& src_vec = j->second;	
-			if (!hasRenderType(j->first))
-			{
-				continue;
-			}
-			
-			for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k)
-			{
-				if (sMinRenderSize > 0.f)
-				{
-					LLVector4a bounds;
-					bounds.setSub((*k)->mExtents[1],(*k)->mExtents[0]);
-
-					if (llmax(llmax(bounds[0], bounds[1]), bounds[2]) > sMinRenderSize)
-					{
-						sCull->pushDrawInfo(j->first, *k);
-					}
-				}
-				else
-				{
-					sCull->pushDrawInfo(j->first, *k);
-				}
-			}
-		}
-
-		if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA))
-		{
-			LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA);
-			
-			if (alpha != group->mDrawMap.end())
-			{ //store alpha groups for sorting
-				LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
-				if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
-				{
-					if (bridge)
-					{
-						LLCamera trans_camera = bridge->transformCamera(camera);
-						group->updateDistance(trans_camera);
-					}
-					else
-					{
-						group->updateDistance(camera);
-					}
-				}
-							
-				if (hasRenderType(LLDrawPool::POOL_ALPHA))
-				{
-					sCull->pushAlphaGroup(group);
-				}
-			}
-		}
-	}
-		
-	if (!sShadowRender)
-	{
-		//sort by texture or bump map
-		for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; ++i)
-		{
-			if (i == LLRenderPass::PASS_BUMP)
-			{
-				std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareBump());
-			}
-			else 
-			{
-				std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareTexturePtrMatrix());
-			}	
-		}
-
-		std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
-	}
-	llpushcallstacks ;
-	// only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus
-	if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender)
-	{
-		if (sRenderScriptedTouchBeacons)
-		{
-			// Only show the beacon on the root object.
-			forAllVisibleDrawables(renderScriptedTouchBeacons);
-		}
-		else
-		if (sRenderScriptedBeacons)
-		{
-			// Only show the beacon on the root object.
-			forAllVisibleDrawables(renderScriptedBeacons);
-		}
-
-		if (sRenderPhysicalBeacons)
-		{
-			// Only show the beacon on the root object.
-			forAllVisibleDrawables(renderPhysicalBeacons);
-		}
-
-		if(sRenderMOAPBeacons)
-		{
-			forAllVisibleDrawables(renderMOAPBeacons);
-		}
-
-		if (sRenderParticleBeacons)
-		{
-			forAllVisibleDrawables(renderParticleBeacons);
-		}
-
-		// If god mode, also show audio cues
-		if (sRenderSoundBeacons && gAudiop)
-		{
-			// Walk all sound sources and render out beacons for them. Note, this isn't done in the ForAllVisibleDrawables function, because some are not visible.
-			LLAudioEngine::source_map::iterator iter;
-			for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter)
-			{
-				LLAudioSource *sourcep = iter->second;
-
-				LLVector3d pos_global = sourcep->getPositionGlobal();
-				LLVector3 pos = gAgent.getPosAgentFromGlobal(pos_global);
-				if (gPipeline.sRenderBeacons)
-				{
-					//pos += LLVector3(0.f, 0.f, 0.2f);
-					gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
-				}
-			}
-			// now deal with highlights for all those seeable sound sources
-			forAllVisibleDrawables(renderSoundHighlights);
-		}
-	}
-	llpushcallstacks ;
-	// If managing your telehub, draw beacons at telehub and currently selected spawnpoint.
-	if (LLFloaterTelehub::renderBeacons())
-	{
-		LLFloaterTelehub::addBeacons();
-	}
-
-	if (!sShadowRender)
-	{
-		mSelectedFaces.clear();
-		
-		// Draw face highlights for selected faces.
-		if (LLSelectMgr::getInstance()->getTEMode())
-		{
-			struct f : public LLSelectedTEFunctor
-			{
-				virtual bool apply(LLViewerObject* object, S32 te)
-				{
-					if (object->mDrawable)
-					{
-						gPipeline.mSelectedFaces.push_back(object->mDrawable->getFace(te));
-					}
-					return true;
-				}
-			} func;
-			LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func);
-		}
-	}
-
-	//LLSpatialGroup::sNoDelete = FALSE;
-	llpushcallstacks ;
-}
-
-
-void render_hud_elements()
-{
-	LLMemType mt_rhe(LLMemType::MTYPE_PIPELINE_RENDER_HUD_ELS);
-	LLFastTimer t(FTM_RENDER_UI);
-	gPipeline.disableLights();		
-	
-	LLGLDisable fog(GL_FOG);
-	LLGLSUIDefault gls_ui;
-
-	LLGLEnable stencil(GL_STENCIL_TEST);
-	glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF);
-	glStencilMask(0xFFFFFFFF);
-	glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
-	
-	gGL.color4f(1,1,1,1);
-	
-	if (LLGLSLShader::sNoFixedFunction)
-	{
-		gUIProgram.bind();
-	}
-	LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
-	if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
-	{
-		LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
-		gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
-	
-		// Draw the tracking overlays
-		LLTracker::render3D();
-		
-		// Show the property lines
-		LLWorld::getInstance()->renderPropertyLines();
-		LLViewerParcelMgr::getInstance()->render();
-		LLViewerParcelMgr::getInstance()->renderParcelCollision();
-	
-		// Render name tags.
-		LLHUDObject::renderAll();
-	}
-	else if (gForceRenderLandFence)
-	{
-		// This is only set when not rendering the UI, for parcel snapshots
-		LLViewerParcelMgr::getInstance()->render();
-	}
-	else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
-	{
-		LLHUDText::renderAllHUD();
-	}
-
-	if (LLGLSLShader::sNoFixedFunction)
-	{
-		gUIProgram.unbind();
-	}
-	gGL.flush();
-}
-
-void LLPipeline::renderHighlights()
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_RENDER_HL);
-
-	assertInitialized();
-
-	// Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
-	// Render highlighted faces.
-	LLGLSPipelineAlpha gls_pipeline_alpha;
-	LLColor4 color(1.f, 1.f, 1.f, 0.5f);
-	LLGLEnable color_mat(GL_COLOR_MATERIAL);
-	disableLights();
-
-	if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && !mHighlightSet.empty())
-	{ //draw blurry highlight image over screen
-		LLGLEnable blend(GL_BLEND);
-		LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
-		LLGLDisable test(GL_ALPHA_TEST);
-
-		LLGLEnable stencil(GL_STENCIL_TEST);
-		gGL.flush();
-		glStencilMask(0xFFFFFFFF);
-		glClearStencil(1);
-		glClear(GL_STENCIL_BUFFER_BIT);
-
-		glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
-		glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
-				
-		gGL.setColorMask(false, false);
-		for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ++iter)
-		{
-			renderHighlight(iter->mItem->getVObj(), 1.f);
-		}
-		gGL.setColorMask(true, false);
-
-		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-		glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
-		
-		//gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
-
-		gGL.pushMatrix();
-		glLoadIdentity();
-		glMatrixMode(GL_PROJECTION);
-		gGL.pushMatrix();
-		glLoadIdentity();
-
-		gGL.getTexUnit(0)->bind(&mHighlight);
-
-		LLVector2 tc1;
-		LLVector2 tc2;
-
-		tc1.setVec(0,0);
-		tc2.setVec(2,2);
-
-		gGL.begin(LLRender::TRIANGLES);
-				
-		F32 scale = gSavedSettings.getF32("RenderHighlightBrightness");
-		LLColor4 color = gSavedSettings.getColor4("RenderHighlightColor");
-		F32 thickness = gSavedSettings.getF32("RenderHighlightThickness");
-
-		for (S32 pass = 0; pass < 2; ++pass)
-		{
-			if (pass == 0)
-			{
-				gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
-			}
-			else
-			{
-				gGL.setSceneBlendType(LLRender::BT_ALPHA);
-			}
-
-			for (S32 i = 0; i < 8; ++i)
-			{
-				for (S32 j = 0; j < 8; ++j)
-				{
-					LLVector2 tc(i-4+0.5f, j-4+0.5f);
-
-					F32 dist = 1.f-(tc.length()/sqrtf(32.f));
-					dist *= scale/64.f;
-
-					tc *= thickness;
-					tc.mV[0] = (tc.mV[0])/mHighlight.getWidth();
-					tc.mV[1] = (tc.mV[1])/mHighlight.getHeight();
-
-					gGL.color4f(color.mV[0],
-								color.mV[1],
-								color.mV[2],
-								color.mV[3]*dist);
-					
-					gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc2.mV[1]);
-					gGL.vertex2f(-1,3);
-					
-					gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc1.mV[1]);
-					gGL.vertex2f(-1,-1);
-					
-					gGL.texCoord2f(tc.mV[0]+tc2.mV[0], tc.mV[1]+tc1.mV[1]);
-					gGL.vertex2f(3,-1);
-				}
-			}
-		}
-
-		gGL.end();
-
-		gGL.popMatrix();
-		glMatrixMode(GL_MODELVIEW);
-		gGL.popMatrix();
-		
-		//gGL.setSceneBlendType(LLRender::BT_ALPHA);
-	}
-
-	if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
-	{
-		gHighlightProgram.bind();
-		gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f);
-	}
-	
-	if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
-	{
-		// Make sure the selection image gets downloaded and decoded
-		if (!mFaceSelectImagep)
-		{
-			mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
-		}
-		mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
-
-		U32 count = mSelectedFaces.size();
-		for (U32 i = 0; i < count; i++)
-		{
-			LLFace *facep = mSelectedFaces[i];
-			if (!facep || facep->getDrawable()->isDead())
-			{
-				llerrs << "Bad face on selection" << llendl;
-				return;
-			}
-			
-			facep->renderSelected(mFaceSelectImagep, color);
-		}
-	}
-
-	if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
-	{
-		// Paint 'em red!
-		color.setVec(1.f, 0.f, 0.f, 0.5f);
-		if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
-		{
-			gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f);
-		}
-		int count = mHighlightFaces.size();
-		for (S32 i = 0; i < count; i++)
-		{
-			LLFace* facep = mHighlightFaces[i];
-			facep->renderSelected(LLViewerTexture::sNullImagep, color);
-		}
-	}
-
-	// Contains a list of the faces of objects that are physical or
-	// have touch-handlers.
-	mHighlightFaces.clear();
-
-	if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
-	{
-		gHighlightProgram.unbind();
-	}
-}
-
-//debug use
-U32 LLPipeline::sCurRenderPoolType = 0 ;
-
-void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_RENDER_GEOM);
-	LLFastTimer t(FTM_RENDER_GEOMETRY);
-
-	assertInitialized();
-
-	F64 saved_modelview[16];
-	F64 saved_projection[16];
-
-	//HACK: preserve/restore matrices around HUD render
-	if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
-	{
-		for (U32 i = 0; i < 16; i++)
-		{
-			saved_modelview[i] = gGLModelView[i];
-			saved_projection[i] = gGLProjection[i];
-		}
-	}
-
-	S32 stack_depth = 0;
-
-	if (gDebugGL)
-	{
-		glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &stack_depth);
-	}
-
-	///////////////////////////////////////////
-	//
-	// Sync and verify GL state
-	//
-	//
-
-	stop_glerror();
-
-	LLVertexBuffer::unbind();
-
-	// Do verification of GL state
-	LLGLState::checkStates();
-	LLGLState::checkTextureChannels();
-	LLGLState::checkClientArrays();
-	if (mRenderDebugMask & RENDER_DEBUG_VERIFY)
-	{
-		if (!verify())
-		{
-			llerrs << "Pipeline verification failed!" << llendl;
-		}
-	}
-
-	LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
-	//Render navmesh geometry
+/** 
+ * @file pipeline.cpp
+ * @brief Rendering pipeline.
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ * 
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ * 
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ * 
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
+ * 
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "pipeline.h"
+
+// library includes
+#include "llaudioengine.h" // For debugging.
+#include "imageids.h"
+#include "llerror.h"
+#include "llviewercontrol.h"
+#include "llfasttimer.h"
+#include "llfontgl.h"
+#include "llmemtype.h"
+#include "llnamevalue.h"
+#include "llpointer.h"
+#include "llprimitive.h"
+#include "llvolume.h"
+#include "material_codes.h"
+#include "timing.h"
+#include "v3color.h"
+#include "llui.h" 
+#include "llglheaders.h"
+#include "llrender.h"
+#include "llwindow.h"	// swapBuffers()
+
+// newview includes
+#include "llagent.h"
+#include "llagentcamera.h"
+#include "lldrawable.h"
+#include "lldrawpoolalpha.h"
+#include "lldrawpoolavatar.h"
+#include "lldrawpoolground.h"
+#include "lldrawpoolbump.h"
+#include "lldrawpooltree.h"
+#include "lldrawpoolwater.h"
+#include "llface.h"
+#include "llfeaturemanager.h"
+#include "llfloatertelehub.h"
+#include "llfloaterreg.h"
+#include "llgldbg.h"
+#include "llhudmanager.h"
+#include "llhudnametag.h"
+#include "llhudtext.h"
+#include "lllightconstants.h"
+#include "llmeshrepository.h"
+#include "llresmgr.h"
+#include "llselectmgr.h"
+#include "llsky.h"
+#include "lltracker.h"
+#include "lltool.h"
+#include "lltoolmgr.h"
+#include "llviewercamera.h"
+#include "llviewermediafocus.h"
+#include "llviewertexturelist.h"
+#include "llviewerobject.h"
+#include "llviewerobjectlist.h"
+#include "llviewerparcelmgr.h"
+#include "llviewerregion.h" // for audio debugging.
+#include "llviewerwindow.h" // For getSpinAxis
+#include "llvoavatarself.h"
+#include "llvoground.h"
+#include "llvosky.h"
+#include "llvotree.h"
+#include "llvovolume.h"
+#include "llvosurfacepatch.h"
+#include "llvowater.h"
+#include "llvotree.h"
+#include "llvopartgroup.h"
+#include "llworld.h"
+#include "llcubemap.h"
+#include "llviewershadermgr.h"
+#include "llviewerstats.h"
+#include "llviewerjoystick.h"
+#include "llviewerdisplay.h"
+#include "llwlparammanager.h"
+#include "llwaterparammanager.h"
+#include "llspatialpartition.h"
+#include "llmutelist.h"
+#include "lltoolpie.h"
+#include "llcurl.h"
+#include "llnotifications.h"
+#include "llpathinglib.h"
+
+void check_stack_depth(S32 stack_depth)
+{
+	if (gDebugGL || gDebugSession)
+	{
+		GLint depth;
+		glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
+		if (depth != stack_depth)
+		{
+			if (gDebugSession)
+			{
+				ll_fail("GL matrix stack corrupted.");
+			}
+			else
+			{
+				llerrs << "GL matrix stack corrupted!" << llendl;
+			}
+		}
+	}
+}
+	
+#ifdef _DEBUG
+// Debug indices is disabled for now for debug performance - djs 4/24/02
+//#define DEBUG_INDICES
+#else
+//#define DEBUG_INDICES
+#endif
+
+const F32 BACKLIGHT_DAY_MAGNITUDE_AVATAR = 0.2f;
+const F32 BACKLIGHT_NIGHT_MAGNITUDE_AVATAR = 0.1f;
+const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
+const F32 BACKLIGHT_NIGHT_MAGNITUDE_OBJECT = 0.08f;
+const S32 MAX_OFFSCREEN_GEOMETRY_CHANGES_PER_FRAME = 10;
+const U32 REFLECTION_MAP_RES = 128;
+
+// Max number of occluders to search for. JC
+const S32 MAX_OCCLUDER_COUNT = 2;
+
+extern S32 gBoxFrame;
+//extern BOOL gHideSelectedObjects;
+extern BOOL gDisplaySwapBuffers;
+extern BOOL gDebugGL;
+
+// hack counter for rendering a fixed number of frames after toggling
+// fullscreen to work around DEV-5361
+static S32 sDelayedVBOEnable = 0;
+
+BOOL	gAvatarBacklight = FALSE;
+
+BOOL	gDebugPipeline = FALSE;
+LLPipeline gPipeline;
+const LLMatrix4* gGLLastMatrix = NULL;
+
+LLFastTimer::DeclareTimer FTM_RENDER_GEOMETRY("Geometry");
+LLFastTimer::DeclareTimer FTM_RENDER_GRASS("Grass");
+LLFastTimer::DeclareTimer FTM_RENDER_INVISIBLE("Invisible");
+LLFastTimer::DeclareTimer FTM_RENDER_OCCLUSION("Occlusion");
+LLFastTimer::DeclareTimer FTM_RENDER_SHINY("Shiny");
+LLFastTimer::DeclareTimer FTM_RENDER_SIMPLE("Simple");
+LLFastTimer::DeclareTimer FTM_RENDER_TERRAIN("Terrain");
+LLFastTimer::DeclareTimer FTM_RENDER_TREES("Trees");
+LLFastTimer::DeclareTimer FTM_RENDER_UI("UI");
+LLFastTimer::DeclareTimer FTM_RENDER_WATER("Water");
+LLFastTimer::DeclareTimer FTM_RENDER_WL_SKY("Windlight Sky");
+LLFastTimer::DeclareTimer FTM_RENDER_ALPHA("Alpha Objects");
+LLFastTimer::DeclareTimer FTM_RENDER_CHARACTERS("Avatars");
+LLFastTimer::DeclareTimer FTM_RENDER_BUMP("Bump");
+LLFastTimer::DeclareTimer FTM_RENDER_FULLBRIGHT("Fullbright");
+LLFastTimer::DeclareTimer FTM_RENDER_GLOW("Glow");
+LLFastTimer::DeclareTimer FTM_GEO_UPDATE("Geo Update");
+LLFastTimer::DeclareTimer FTM_POOLRENDER("RenderPool");
+LLFastTimer::DeclareTimer FTM_POOLS("Pools");
+LLFastTimer::DeclareTimer FTM_RENDER_BLOOM_FBO("First FBO");
+LLFastTimer::DeclareTimer FTM_STATESORT("Sort Draw State");
+LLFastTimer::DeclareTimer FTM_PIPELINE("Pipeline");
+LLFastTimer::DeclareTimer FTM_CLIENT_COPY("Client Copy");
+LLFastTimer::DeclareTimer FTM_RENDER_DEFERRED("Deferred Shading");
+
+
+static LLFastTimer::DeclareTimer FTM_STATESORT_DRAWABLE("Sort Drawables");
+static LLFastTimer::DeclareTimer FTM_STATESORT_POSTSORT("Post Sort");
+
+//----------------------------------------
+std::string gPoolNames[] = 
+{
+	// Correspond to LLDrawpool enum render type
+	"NONE",
+	"POOL_SIMPLE",
+	"POOL_GROUND",
+	"POOL_FULLBRIGHT",
+	"POOL_BUMP",
+	"POOL_TERRAIN,"	
+	"POOL_SKY",
+	"POOL_WL_SKY",
+	"POOL_TREE",
+	"POOL_GRASS",
+	"POOL_INVISIBLE",
+	"POOL_AVATAR",
+	"POOL_VOIDWATER",
+	"POOL_WATER",
+	"POOL_GLOW",
+	"POOL_ALPHA"
+};
+
+void drawBox(const LLVector3& c, const LLVector3& r);
+void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
+
+U32 nhpo2(U32 v) 
+{
+	U32 r = 1;
+	while (r < v) {
+		r *= 2;
+	}
+	return r;
+}
+
+glh::matrix4f glh_copy_matrix(GLdouble* src)
+{
+	glh::matrix4f ret;
+	for (U32 i = 0; i < 16; i++)
+	{
+		ret.m[i] = (F32) src[i];
+	}
+	return ret;
+}
+
+glh::matrix4f glh_get_current_modelview()
+{
+	return glh_copy_matrix(gGLModelView);
+}
+
+glh::matrix4f glh_get_current_projection()
+{
+	return glh_copy_matrix(gGLProjection);
+}
+
+glh::matrix4f glh_get_last_modelview()
+{
+	return glh_copy_matrix(gGLLastModelView);
+}
+
+glh::matrix4f glh_get_last_projection()
+{
+	return glh_copy_matrix(gGLLastProjection);
+}
+
+void glh_copy_matrix(const glh::matrix4f& src, GLdouble* dst)
+{
+	for (U32 i = 0; i < 16; i++)
+	{
+		dst[i] = src.m[i];
+	}
+}
+
+void glh_set_current_modelview(const glh::matrix4f& mat)
+{
+	glh_copy_matrix(mat, gGLModelView);
+}
+
+void glh_set_current_projection(glh::matrix4f& mat)
+{
+	glh_copy_matrix(mat, gGLProjection);
+}
+
+glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar)
+{
+	glh::matrix4f ret(
+		2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left),
+		0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom),
+		0.f, 0.f, -2.f/(zfar-znear),  -(zfar+znear)/(zfar-znear),
+		0.f, 0.f, 0.f, 1.f);
+
+	return ret;
+}
+
+void display_update_camera();
+//----------------------------------------
+
+S32		LLPipeline::sCompiles = 0;
+
+BOOL	LLPipeline::sPickAvatar = TRUE;
+BOOL	LLPipeline::sDynamicLOD = TRUE;
+BOOL	LLPipeline::sShowHUDAttachments = TRUE;
+BOOL	LLPipeline::sRenderMOAPBeacons = FALSE;
+BOOL	LLPipeline::sRenderPhysicalBeacons = TRUE;
+BOOL	LLPipeline::sRenderScriptedBeacons = FALSE;
+BOOL	LLPipeline::sRenderScriptedTouchBeacons = TRUE;
+BOOL	LLPipeline::sRenderParticleBeacons = FALSE;
+BOOL	LLPipeline::sRenderSoundBeacons = FALSE;
+BOOL	LLPipeline::sRenderBeacons = FALSE;
+BOOL	LLPipeline::sRenderHighlight = TRUE;
+BOOL	LLPipeline::sForceOldBakedUpload = FALSE;
+S32		LLPipeline::sUseOcclusion = 0;
+BOOL	LLPipeline::sDelayVBUpdate = TRUE;
+BOOL	LLPipeline::sAutoMaskAlphaDeferred = TRUE;
+BOOL	LLPipeline::sAutoMaskAlphaNonDeferred = FALSE;
+BOOL	LLPipeline::sDisableShaders = FALSE;
+BOOL	LLPipeline::sRenderBump = TRUE;
+BOOL	LLPipeline::sBakeSunlight = FALSE;
+BOOL	LLPipeline::sNoAlpha = FALSE;
+BOOL	LLPipeline::sUseTriStrips = TRUE;
+BOOL	LLPipeline::sUseFarClip = TRUE;
+BOOL	LLPipeline::sShadowRender = FALSE;
+BOOL	LLPipeline::sWaterReflections = FALSE;
+BOOL	LLPipeline::sRenderGlow = FALSE;
+BOOL	LLPipeline::sReflectionRender = FALSE;
+BOOL	LLPipeline::sImpostorRender = FALSE;
+BOOL	LLPipeline::sUnderWaterRender = FALSE;
+BOOL	LLPipeline::sTextureBindTest = FALSE;
+BOOL	LLPipeline::sRenderFrameTest = FALSE;
+BOOL	LLPipeline::sRenderAttachedLights = TRUE;
+BOOL	LLPipeline::sRenderAttachedParticles = TRUE;
+BOOL	LLPipeline::sRenderDeferred = FALSE;
+BOOL    LLPipeline::sMemAllocationThrottled = FALSE;
+S32		LLPipeline::sVisibleLightCount = 0;
+F32		LLPipeline::sMinRenderSize = 0.f;
+
+
+static LLCullResult* sCull = NULL;
+
+static const U32 gl_cube_face[] = 
+{
+	GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
+	GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
+	GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
+	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
+	GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
+	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
+};
+
+void validate_framebuffer_object();
+
+
+bool addDeferredAttachments(LLRenderTarget& target)
+{
+	return target.addColorAttachment(GL_RGBA) && //specular
+			target.addColorAttachment(GL_RGBA); //normal+z	
+}
+
+LLPipeline::LLPipeline() :
+	mBackfaceCull(FALSE),
+	mBatchCount(0),
+	mMatrixOpCount(0),
+	mTextureMatrixOps(0),
+	mMaxBatchSize(0),
+	mMinBatchSize(0),
+	mMeanBatchSize(0),
+	mTrianglesDrawn(0),
+	mNumVisibleNodes(0),
+	mVerticesRelit(0),
+	mLightingChanges(0),
+	mGeometryChanges(0),
+	mNumVisibleFaces(0),
+
+	mInitialized(FALSE),
+	mVertexShadersEnabled(FALSE),
+	mVertexShadersLoaded(0),
+	mRenderDebugFeatureMask(0),
+	mRenderDebugMask(0),
+	mOldRenderDebugMask(0),
+	mGroupQ1Locked(false),
+	mGroupQ2Locked(false),
+	mLastRebuildPool(NULL),
+	mAlphaPool(NULL),
+	mSkyPool(NULL),
+	mTerrainPool(NULL),
+	mWaterPool(NULL),
+	mGroundPool(NULL),
+	mSimplePool(NULL),
+	mFullbrightPool(NULL),
+	mInvisiblePool(NULL),
+	mGlowPool(NULL),
+	mBumpPool(NULL),
+	mWLSkyPool(NULL),
+	mLightMask(0),
+	mLightMovingMask(0),
+	mLightingDetail(0),
+	mScreenWidth(0),
+	mScreenHeight(0)
+{
+	mNoiseMap = 0;
+	mTrueNoiseMap = 0;
+	mLightFunc = 0;
+}
+
+void LLPipeline::init()
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_INIT);
+
+	gOctreeMaxCapacity = gSavedSettings.getU32("OctreeMaxNodeCapacity");
+	sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
+	sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
+	sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
+	LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+	LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
+	sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
+	sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
+
+	mInitialized = TRUE;
+	
+	stop_glerror();
+
+	//create render pass pools
+	getPool(LLDrawPool::POOL_ALPHA);
+	getPool(LLDrawPool::POOL_SIMPLE);
+	getPool(LLDrawPool::POOL_GRASS);
+	getPool(LLDrawPool::POOL_FULLBRIGHT);
+	getPool(LLDrawPool::POOL_INVISIBLE);
+	getPool(LLDrawPool::POOL_BUMP);
+	getPool(LLDrawPool::POOL_GLOW);
+
+	LLViewerStats::getInstance()->mTrianglesDrawnStat.reset();
+	resetFrameStats();
+
+	for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
+	{
+		mRenderTypeEnabled[i] = TRUE; //all rendering types start enabled
+	}
+
+	mRenderDebugFeatureMask = 0xffffffff; // All debugging features on
+	mRenderDebugMask = 0;	// All debug starts off
+
+	// Don't turn on ground when this is set
+	// Mac Books with intel 950s need this
+	if(!gSavedSettings.getBOOL("RenderGround"))
+	{
+		toggleRenderType(RENDER_TYPE_GROUND);
+	}
+
+	// make sure RenderPerformanceTest persists (hackity hack hack)
+	// disables non-object rendering (UI, sky, water, etc)
+	if (gSavedSettings.getBOOL("RenderPerformanceTest"))
+	{
+		gSavedSettings.setBOOL("RenderPerformanceTest", FALSE);
+		gSavedSettings.setBOOL("RenderPerformanceTest", TRUE);
+	}
+
+	mOldRenderDebugMask = mRenderDebugMask;
+
+	mBackfaceCull = TRUE;
+
+	stop_glerror();
+	
+	// Enable features
+		
+	LLViewerShaderMgr::instance()->setShaders();
+
+	stop_glerror();
+
+	for (U32 i = 0; i < 2; ++i)
+	{
+		mSpotLightFade[i] = 1.f;
+	}
+
+	setLightingDetail(-1);
+}
+
+LLPipeline::~LLPipeline()
+{
+
+}
+
+void LLPipeline::cleanup()
+{
+	assertInitialized();
+
+	mGroupQ1.clear() ;
+	mGroupQ2.clear() ;
+
+	for(pool_set_t::iterator iter = mPools.begin();
+		iter != mPools.end(); )
+	{
+		pool_set_t::iterator curiter = iter++;
+		LLDrawPool* poolp = *curiter;
+		if (poolp->isFacePool())
+		{
+			LLFacePool* face_pool = (LLFacePool*) poolp;
+			if (face_pool->mReferences.empty())
+			{
+				mPools.erase(curiter);
+				removeFromQuickLookup( poolp );
+				delete poolp;
+			}
+		}
+		else
+		{
+			mPools.erase(curiter);
+			removeFromQuickLookup( poolp );
+			delete poolp;
+		}
+	}
+	
+	if (!mTerrainPools.empty())
+	{
+		llwarns << "Terrain Pools not cleaned up" << llendl;
+	}
+	if (!mTreePools.empty())
+	{
+		llwarns << "Tree Pools not cleaned up" << llendl;
+	}
+		
+	delete mAlphaPool;
+	mAlphaPool = NULL;
+	delete mSkyPool;
+	mSkyPool = NULL;
+	delete mTerrainPool;
+	mTerrainPool = NULL;
+	delete mWaterPool;
+	mWaterPool = NULL;
+	delete mGroundPool;
+	mGroundPool = NULL;
+	delete mSimplePool;
+	mSimplePool = NULL;
+	delete mFullbrightPool;
+	mFullbrightPool = NULL;
+	delete mInvisiblePool;
+	mInvisiblePool = NULL;
+	delete mGlowPool;
+	mGlowPool = NULL;
+	delete mBumpPool;
+	mBumpPool = NULL;
+	// don't delete wl sky pool it was handled above in the for loop
+	//delete mWLSkyPool;
+	mWLSkyPool = NULL;
+
+	releaseGLBuffers();
+
+	mFaceSelectImagep = NULL;
+
+	mMovedBridge.clear();
+
+	mInitialized = FALSE;
+}
+
+//============================================================================
+
+void LLPipeline::destroyGL() 
+{
+	stop_glerror();
+	unloadShaders();
+	mHighlightFaces.clear();
+	
+	resetDrawOrders();
+
+	resetVertexBuffers();
+
+	releaseGLBuffers();
+
+	if (LLVertexBuffer::sEnableVBOs)
+	{
+		// render 30 frames after switching to work around DEV-5361
+		sDelayedVBOEnable = 30;
+		LLVertexBuffer::sEnableVBOs = FALSE;
+	}
+}
+
+static LLFastTimer::DeclareTimer FTM_RESIZE_SCREEN_TEXTURE("Resize Screen Texture");
+
+//static
+void LLPipeline::throttleNewMemoryAllocation(BOOL disable)
+{
+	if(sMemAllocationThrottled != disable)
+	{
+		sMemAllocationThrottled = disable ;
+
+		if(sMemAllocationThrottled)
+		{
+			//send out notification
+			LLNotification::Params params("LowMemory");
+			LLNotifications::instance().add(params);
+
+			//release some memory.
+		}
+	}
+}
+
+void LLPipeline::resizeScreenTexture()
+{
+	LLFastTimer ft(FTM_RESIZE_SCREEN_TEXTURE);
+	if (gPipeline.canUseVertexShaders() && assertInitialized())
+	{
+		GLuint resX = gViewerWindow->getWorldViewWidthRaw();
+		GLuint resY = gViewerWindow->getWorldViewHeightRaw();
+	
+		allocateScreenBuffer(resX,resY);
+	}
+}
+
+void LLPipeline::allocatePhysicsBuffer()
+{
+	GLuint resX = gViewerWindow->getWorldViewWidthRaw();
+	GLuint resY = gViewerWindow->getWorldViewHeightRaw();
+
+	if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)
+	{
+		mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+	}
+}
+
+void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
+{
+	U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
+
+	if (gGLManager.mIsATI)
+	{ //ATI doesn't like the way we use multisample texture
+		samples = 0;
+	}
+
+	//try to allocate screen buffers at requested resolution and samples
+	// - on failure, shrink number of samples and try again
+	// - if not multisampled, shrink resolution and try again (favor X resolution over Y)
+	// Make sure to call "releaseScreenBuffers" after each failure to cleanup the partially loaded state
+
+	if (!allocateScreenBuffer(resX, resY, samples))
+	{
+		releaseScreenBuffers();
+		//reduce number of samples 
+		while (samples > 0)
+		{
+			samples /= 2;
+			if (allocateScreenBuffer(resX, resY, samples))
+			{ //success
+				return;
+			}
+			releaseScreenBuffers();
+		}
+
+		//reduce resolution
+		while (resY > 0 && resX > 0)
+		{
+			resY /= 2;
+			if (allocateScreenBuffer(resX, resY, samples))
+			{
+				return;
+			}
+			releaseScreenBuffers();
+
+			resX /= 2;
+			if (allocateScreenBuffer(resX, resY, samples))
+			{
+				return;
+			}
+			releaseScreenBuffers();
+		}
+
+		llwarns << "Unable to allocate screen buffer at any resolution!" << llendl;
+	}
+}
+
+
+bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
+{
+	// remember these dimensions
+	mScreenWidth = resX;
+	mScreenHeight = resY;
+	
+	U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
+
+	if (res_mod > 1 && res_mod < resX && res_mod < resY)
+	{
+		resX /= res_mod;
+		resY /= res_mod;
+	}
+
+	if (gSavedSettings.getBOOL("RenderUIBuffer"))
+	{
+		if (!mUIScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE))
+		{
+			return false;
+		}
+	}	
+
+	if (LLPipeline::sRenderDeferred)
+	{
+		S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
+		BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO");
+		bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);
+
+		//allocate deferred rendering color buffers
+		if (!mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+		if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+		if (!addDeferredAttachments(mDeferredScreen)) return false;
+	
+		if (!mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+		
+#if LL_DARWIN
+		// As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
+		if (!mEdgeMap.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
+#else
+		if (!mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
+#endif
+
+		if (shadow_detail > 0 || ssao)
+		{ //only need mDeferredLight[0] for shadows OR ssao
+			if (!mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
+		}
+		else
+		{
+			mDeferredLight[0].release();
+		}
+
+		if (ssao)
+		{ //only need mDeferredLight[1] for ssao
+			if (!mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false;
+		}
+		else
+		{
+			mDeferredLight[1].release();
+		}
+
+		if (gi)
+		{ //only need mDeferredLight[2] and mGIMapPost for gi
+			if (!mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false)) return false;
+			for (U32 i = 0; i < 2; i++)
+			{
+#if LL_DARWIN
+				// As of OS X 10.6.7, Apple doesn't support multiple color formats in a single FBO
+				if (!mGIMapPost[i].allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
+#else
+				if (!mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
+#endif
+			}
+		}
+		else
+		{
+			mDeferredLight[2].release();
+		
+			for (U32 i = 0; i < 2; i++)
+			{
+				mGIMapPost[i].release();
+			}
+		}
+
+		F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale");
+
+#if LL_DARWIN
+		U32 shadow_fmt = 0;
+#else
+		//HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug)
+		U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0;
+#endif
+
+		if (shadow_detail > 0)
+		{ //allocate 4 sun shadow maps
+			for (U32 i = 0; i < 4; i++)
+			{
+				if (!mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE)) return false;
+			}
+		}
+		else
+		{
+			for (U32 i = 0; i < 4; i++)
+			{
+				mShadow[i].release();
+			}
+		}
+
+		U32 width = nhpo2(U32(resX*scale))/2;
+		U32 height = width;
+
+		if (shadow_detail > 1)
+		{ //allocate two spot shadow maps
+			for (U32 i = 4; i < 6; i++)
+			{
+				if (!mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE)) return false;
+			}
+		}
+		else
+		{
+			for (U32 i = 4; i < 6; i++)
+			{
+				mShadow[i].release();
+			}
+		}
+
+		width = nhpo2(resX)/2;
+		height = nhpo2(resY)/2;
+		if (!mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE)) return false;
+	}
+	else
+	{
+		for (U32 i = 0; i < 3; i++)
+		{ 
+			mDeferredLight[i].release();
+		}
+		for (U32 i = 0; i < 2; i++)
+		{
+			mGIMapPost[i].release();
+		}
+		for (U32 i = 0; i < 6; i++)
+		{
+			mShadow[i].release();
+		}
+		mScreen.release();
+		mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
+		mDeferredDepth.release();
+		mEdgeMap.release();
+		mLuminanceMap.release();
+		
+		if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;		
+	}
+	
+	if (LLPipeline::sRenderDeferred)
+	{ //share depth buffer between deferred targets
+		mDeferredScreen.shareDepthBuffer(mScreen);
+	}
+
+	gGL.getTexUnit(0)->disable();
+
+	stop_glerror();
+
+	return true;
+}
+
+//static
+void LLPipeline::updateRenderDeferred()
+{
+	BOOL deferred = ((gSavedSettings.getBOOL("RenderDeferred") && 
+					 LLRenderTarget::sUseFBO &&
+					 LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
+					 gSavedSettings.getBOOL("VertexShaderEnable") && 
+					 gSavedSettings.getBOOL("RenderAvatarVP") &&
+					 gSavedSettings.getBOOL("WindLightUseAtmosShaders")) ? TRUE : FALSE) &&
+					!gUseWireframe;
+
+	sRenderDeferred = deferred;	
+	if (deferred)
+	{ //must render glow when rendering deferred since post effect pass is needed to present any lighting at all
+		sRenderGlow = TRUE;
+	}
+}
+
+//static
+void LLPipeline::refreshRenderDeferred()
+{
+	updateRenderDeferred();
+}
+
+void LLPipeline::releaseGLBuffers()
+{
+	assertInitialized();
+	
+	if (mNoiseMap)
+	{
+		LLImageGL::deleteTextures(1, &mNoiseMap);
+		mNoiseMap = 0;
+	}
+
+	if (mTrueNoiseMap)
+	{
+		LLImageGL::deleteTextures(1, &mTrueNoiseMap);
+		mTrueNoiseMap = 0;
+	}
+
+	if (mLightFunc)
+	{
+		LLImageGL::deleteTextures(1, &mLightFunc);
+		mLightFunc = 0;
+	}
+
+	mWaterRef.release();
+	mWaterDis.release();
+	
+	for (U32 i = 0; i < 3; i++)
+	{
+		mGlow[i].release();
+	}
+
+	releaseScreenBuffers();
+
+	gBumpImageList.destroyGL();
+	LLVOAvatar::resetImpostors();
+}
+
+void LLPipeline::releaseScreenBuffers()
+{
+	mUIScreen.release();
+	mScreen.release();
+	mPhysicsDisplay.release();
+	mDeferredScreen.release();
+	mDeferredDepth.release();
+	for (U32 i = 0; i < 3; i++)
+	{
+		mDeferredLight[i].release();
+	}
+
+	mEdgeMap.release();
+	mGIMap.release();
+	mGIMapPost[0].release();
+	mGIMapPost[1].release();
+	mHighlight.release();
+	mLuminanceMap.release();
+	
+	for (U32 i = 0; i < 6; i++)
+	{
+		mShadow[i].release();
+	}
+}
+
+
+void LLPipeline::createGLBuffers()
+{
+	LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_CREATE_BUFFERS);
+	assertInitialized();
+
+	updateRenderDeferred();
+
+	if (LLPipeline::sWaterReflections)
+	{ //water reflection texture
+		U32 res = (U32) gSavedSettings.getS32("RenderWaterRefResolution");
+			
+		mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
+		mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE);
+	}
+
+	mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
+
+	stop_glerror();
+
+	GLuint resX = gViewerWindow->getWorldViewWidthRaw();
+	GLuint resY = gViewerWindow->getWorldViewHeightRaw();
+	
+	if (LLPipeline::sRenderGlow)
+	{ //screen space glow buffers
+		const U32 glow_res = llmax(1, 
+			llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
+
+		for (U32 i = 0; i < 3; i++)
+		{
+			mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE);
+		}
+
+		allocateScreenBuffer(resX,resY);
+		mScreenWidth = 0;
+		mScreenHeight = 0;
+	}
+	
+	if (sRenderDeferred)
+	{
+		if (!mNoiseMap)
+		{
+			const U32 noiseRes = 128;
+			LLVector3 noise[noiseRes*noiseRes];
+
+			F32 scaler = gSavedSettings.getF32("RenderDeferredNoise")/100.f;
+			for (U32 i = 0; i < noiseRes*noiseRes; ++i)
+			{
+				noise[i] = LLVector3(ll_frand()-0.5f, ll_frand()-0.5f, 0.f);
+				noise[i].normVec();
+				noise[i].mV[2] = ll_frand()*scaler+1.f-scaler/2.f;
+			}
+
+			LLImageGL::generateTextures(1, &mNoiseMap);
+			
+			gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
+			LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB, GL_FLOAT, noise);
+			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+		}
+
+		if (!mTrueNoiseMap)
+		{
+			const U32 noiseRes = 128;
+			F32 noise[noiseRes*noiseRes*3];
+			for (U32 i = 0; i < noiseRes*noiseRes*3; i++)
+			{
+				noise[i] = ll_frand()*2.0-1.0;
+			}
+
+			LLImageGL::generateTextures(1, &mTrueNoiseMap);
+			gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mTrueNoiseMap);
+			LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_RGB16F_ARB, noiseRes, noiseRes, GL_RGB,GL_FLOAT, noise);
+			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+		}
+
+		if (!mLightFunc)
+		{
+			U32 lightResX = gSavedSettings.getU32("RenderSpecularResX");
+			U32 lightResY = gSavedSettings.getU32("RenderSpecularResY");
+			U8* lg = new U8[lightResX*lightResY];
+
+			for (U32 y = 0; y < lightResY; ++y)
+			{
+				for (U32 x = 0; x < lightResX; ++x)
+				{
+					//spec func
+					F32 sa = (F32) x/(lightResX-1);
+					F32 spec = (F32) y/(lightResY-1);
+					//lg[y*lightResX+x] = (U8) (powf(sa, 128.f*spec*spec)*255);
+
+					//F32 sp = acosf(sa)/(1.f-spec);
+
+					sa = powf(sa, gSavedSettings.getF32("RenderSpecularExponent"));
+					F32 a = acosf(sa*0.25f+0.75f);
+					F32 m = llmax(0.5f-spec*0.5f, 0.001f);
+					F32 t2 = tanf(a)/m;
+					t2 *= t2;
+
+					F32 c4a = (3.f+4.f*cosf(2.f*a)+cosf(4.f*a))/8.f;
+					F32 bd = 1.f/(4.f*m*m*c4a)*powf(F_E, -t2);
+
+					lg[y*lightResX+x] = (U8) (llclamp(bd, 0.f, 1.f)*255);
+				}
+			}
+
+			LLImageGL::generateTextures(1, &mLightFunc);
+			gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
+			LLImageGL::setManualImage(LLTexUnit::getInternalType(LLTexUnit::TT_TEXTURE), 0, GL_ALPHA, lightResX, lightResY, GL_ALPHA, GL_UNSIGNED_BYTE, lg);
+			gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
+
+			delete [] lg;
+		}
+
+		if (gSavedSettings.getBOOL("RenderDeferredGI"))
+		{
+			mGIMap.allocate(512,512,GL_RGBA, TRUE, FALSE);
+			addDeferredAttachments(mGIMap);
+		}
+	}
+
+	gBumpImageList.restoreGL();
+}
+
+void LLPipeline::restoreGL() 
+{
+	LLMemType mt_cb(LLMemType::MTYPE_PIPELINE_RESTORE_GL);
+	assertInitialized();
+
+	if (mVertexShadersEnabled)
+	{
+		LLViewerShaderMgr::instance()->setShaders();
+	}
+
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+		{
+			LLSpatialPartition* part = region->getSpatialPartition(i);
+			if (part)
+			{
+				part->restoreGL();
+			}
+		}
+	}
+}
+
+
+BOOL LLPipeline::canUseVertexShaders()
+{
+	if (sDisableShaders ||
+		!gGLManager.mHasVertexShader ||
+		!gGLManager.mHasFragmentShader ||
+		!LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") ||
+		(assertInitialized() && mVertexShadersLoaded != 1) )
+	{
+		return FALSE;
+	}
+	else
+	{
+		return TRUE;
+	}
+}
+
+BOOL LLPipeline::canUseWindLightShaders() const
+{
+	return (!LLPipeline::sDisableShaders &&
+			gWLSkyProgram.mProgramObject != 0 &&
+			LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1);
+}
+
+BOOL LLPipeline::canUseWindLightShadersOnObjects() const
+{
+	return (canUseWindLightShaders() 
+		&& LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
+}
+
+BOOL LLPipeline::canUseAntiAliasing() const
+{
+	return TRUE;
+}
+
+void LLPipeline::unloadShaders()
+{
+	LLMemType mt_us(LLMemType::MTYPE_PIPELINE_UNLOAD_SHADERS);
+	LLViewerShaderMgr::instance()->unloadShaders();
+
+	mVertexShadersLoaded = 0;
+}
+
+void LLPipeline::assertInitializedDoError()
+{
+	llerrs << "LLPipeline used when uninitialized." << llendl;
+}
+
+//============================================================================
+
+void LLPipeline::enableShadows(const BOOL enable_shadows)
+{
+	//should probably do something here to wrangle shadows....	
+}
+
+S32 LLPipeline::getMaxLightingDetail() const
+{
+	/*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
+	{
+		return 3;
+	}
+	else*/
+	{
+		return 1;
+	}
+}
+
+S32 LLPipeline::setLightingDetail(S32 level)
+{
+	LLMemType mt_ld(LLMemType::MTYPE_PIPELINE_LIGHTING_DETAIL);
+
+	if (level < 0)
+	{
+		if (gSavedSettings.getBOOL("RenderLocalLights"))
+		{
+			level = 1;
+		}
+		else
+		{
+			level = 0;
+		}
+	}
+	level = llclamp(level, 0, getMaxLightingDetail());
+	mLightingDetail = level;
+	
+	return mLightingDetail;
+}
+
+class LLOctreeDirtyTexture : public LLOctreeTraveler<LLDrawable>
+{
+public:
+	const std::set<LLViewerFetchedTexture*>& mTextures;
+
+	LLOctreeDirtyTexture(const std::set<LLViewerFetchedTexture*>& textures) : mTextures(textures) { }
+
+	virtual void visit(const LLOctreeNode<LLDrawable>* node)
+	{
+		LLSpatialGroup* group = (LLSpatialGroup*) node->getListener(0);
+
+		if (!group->isState(LLSpatialGroup::GEOM_DIRTY) && !group->getData().empty())
+		{
+			for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
+			{
+				for (LLSpatialGroup::drawmap_elem_t::iterator j = i->second.begin(); j != i->second.end(); ++j) 
+				{
+					LLDrawInfo* params = *j;
+					LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(params->mTexture);
+					if (tex && mTextures.find(tex) != mTextures.end())
+					{ 
+						group->setState(LLSpatialGroup::GEOM_DIRTY);
+					}
+				}
+			}
+		}
+
+		for (LLSpatialGroup::bridge_list_t::iterator i = group->mBridgeList.begin(); i != group->mBridgeList.end(); ++i)
+		{
+			LLSpatialBridge* bridge = *i;
+			traverse(bridge->mOctree);
+		}
+	}
+};
+
+// Called when a texture changes # of channels (causes faces to move to alpha pool)
+void LLPipeline::dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures)
+{
+	assertInitialized();
+
+	// *TODO: This is inefficient and causes frame spikes; need a better way to do this
+	//        Most of the time is spent in dirty.traverse.
+
+	for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+	{
+		LLDrawPool *poolp = *iter;
+		if (poolp->isFacePool())
+		{
+			((LLFacePool*) poolp)->dirtyTextures(textures);
+		}
+	}
+	
+	LLOctreeDirtyTexture dirty(textures);
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+		{
+			LLSpatialPartition* part = region->getSpatialPartition(i);
+			if (part)
+			{
+				dirty.traverse(part->mOctree);
+			}
+		}
+	}
+}
+
+LLDrawPool *LLPipeline::findPool(const U32 type, LLViewerTexture *tex0)
+{
+	assertInitialized();
+
+	LLDrawPool *poolp = NULL;
+	switch( type )
+	{
+	case LLDrawPool::POOL_SIMPLE:
+		poolp = mSimplePool;
+		break;
+
+	case LLDrawPool::POOL_GRASS:
+		poolp = mGrassPool;
+		break;
+
+	case LLDrawPool::POOL_FULLBRIGHT:
+		poolp = mFullbrightPool;
+		break;
+
+	case LLDrawPool::POOL_INVISIBLE:
+		poolp = mInvisiblePool;
+		break;
+
+	case LLDrawPool::POOL_GLOW:
+		poolp = mGlowPool;
+		break;
+
+	case LLDrawPool::POOL_TREE:
+		poolp = get_if_there(mTreePools, (uintptr_t)tex0, (LLDrawPool*)0 );
+		break;
+
+	case LLDrawPool::POOL_TERRAIN:
+		poolp = get_if_there(mTerrainPools, (uintptr_t)tex0, (LLDrawPool*)0 );
+		break;
+
+	case LLDrawPool::POOL_BUMP:
+		poolp = mBumpPool;
+		break;
+
+	case LLDrawPool::POOL_ALPHA:
+		poolp = mAlphaPool;
+		break;
+
+	case LLDrawPool::POOL_AVATAR:
+		break; // Do nothing
+
+	case LLDrawPool::POOL_SKY:
+		poolp = mSkyPool;
+		break;
+
+	case LLDrawPool::POOL_WATER:
+		poolp = mWaterPool;
+		break;
+
+	case LLDrawPool::POOL_GROUND:
+		poolp = mGroundPool;
+		break;
+
+	case LLDrawPool::POOL_WL_SKY:
+		poolp = mWLSkyPool;
+		break;
+
+	default:
+		llassert(0);
+		llerrs << "Invalid Pool Type in  LLPipeline::findPool() type=" << type << llendl;
+		break;
+	}
+
+	return poolp;
+}
+
+
+LLDrawPool *LLPipeline::getPool(const U32 type,	LLViewerTexture *tex0)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE);
+	LLDrawPool *poolp = findPool(type, tex0);
+	if (poolp)
+	{
+		return poolp;
+	}
+
+	LLDrawPool *new_poolp = LLDrawPool::createPool(type, tex0);
+	addPool( new_poolp );
+
+	return new_poolp;
+}
+
+
+// static
+LLDrawPool* LLPipeline::getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE);
+	U32 type = getPoolTypeFromTE(te, imagep);
+	return gPipeline.getPool(type, imagep);
+}
+
+//static 
+U32 LLPipeline::getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep)
+{
+	LLMemType mt_gpt(LLMemType::MTYPE_PIPELINE_GET_POOL_TYPE);
+	
+	if (!te || !imagep)
+	{
+		return 0;
+	}
+		
+	bool alpha = te->getColor().mV[3] < 0.999f;
+	if (imagep)
+	{
+		alpha = alpha || (imagep->getComponents() == 4 && imagep->getType() != LLViewerTexture::MEDIA_TEXTURE) || (imagep->getComponents() == 2);
+	}
+
+	if (alpha)
+	{
+		return LLDrawPool::POOL_ALPHA;
+	}
+	else if ((te->getBumpmap() || te->getShiny()))
+	{
+		return LLDrawPool::POOL_BUMP;
+	}
+	else
+	{
+		return LLDrawPool::POOL_SIMPLE;
+	}
+}
+
+
+void LLPipeline::addPool(LLDrawPool *new_poolp)
+{
+	LLMemType mt_a(LLMemType::MTYPE_PIPELINE_ADD_POOL);
+	assertInitialized();
+	mPools.insert(new_poolp);
+	addToQuickLookup( new_poolp );
+}
+
+void LLPipeline::allocDrawable(LLViewerObject *vobj)
+{
+	LLMemType mt_ad(LLMemType::MTYPE_PIPELINE_ALLOCATE_DRAWABLE);
+	LLDrawable *drawable = new LLDrawable();
+	vobj->mDrawable = drawable;
+	
+	drawable->mVObjp     = vobj;
+	
+	//encompass completely sheared objects by taking 
+	//the most extreme point possible (<1,1,0.5>)
+	drawable->setRadius(LLVector3(1,1,0.5f).scaleVec(vobj->getScale()).length());
+	if (vobj->isOrphaned())
+	{
+		drawable->setState(LLDrawable::FORCE_INVISIBLE);
+	}
+	drawable->updateXform(TRUE);
+}
+
+
+static LLFastTimer::DeclareTimer FTM_UNLINK("Unlink");
+static LLFastTimer::DeclareTimer FTM_REMOVE_FROM_MOVE_LIST("Movelist");
+static LLFastTimer::DeclareTimer FTM_REMOVE_FROM_SPATIAL_PARTITION("Spatial Partition");
+static LLFastTimer::DeclareTimer FTM_REMOVE_FROM_LIGHT_SET("Light Set");
+static LLFastTimer::DeclareTimer FTM_REMOVE_FROM_HIGHLIGHT_SET("Highlight Set");
+
+void LLPipeline::unlinkDrawable(LLDrawable *drawable)
+{
+	LLFastTimer t(FTM_UNLINK);
+
+	assertInitialized();
+
+	LLPointer<LLDrawable> drawablep = drawable; // make sure this doesn't get deleted before we are done
+	
+	// Based on flags, remove the drawable from the queues that it's on.
+	if (drawablep->isState(LLDrawable::ON_MOVE_LIST))
+	{
+		LLFastTimer t(FTM_REMOVE_FROM_MOVE_LIST);
+		LLDrawable::drawable_vector_t::iterator iter = std::find(mMovedList.begin(), mMovedList.end(), drawablep);
+		if (iter != mMovedList.end())
+		{
+			mMovedList.erase(iter);
+		}
+	}
+
+	if (drawablep->getSpatialGroup())
+	{
+		LLFastTimer t(FTM_REMOVE_FROM_SPATIAL_PARTITION);
+		if (!drawablep->getSpatialGroup()->mSpatialPartition->remove(drawablep, drawablep->getSpatialGroup()))
+		{
+#ifdef LL_RELEASE_FOR_DOWNLOAD
+			llwarns << "Couldn't remove object from spatial group!" << llendl;
+#else
+			llerrs << "Couldn't remove object from spatial group!" << llendl;
+#endif
+		}
+	}
+
+	{
+		LLFastTimer t(FTM_REMOVE_FROM_LIGHT_SET);
+		mLights.erase(drawablep);
+
+		for (light_set_t::iterator iter = mNearbyLights.begin();
+					iter != mNearbyLights.end(); iter++)
+		{
+			if (iter->drawable == drawablep)
+			{
+				mNearbyLights.erase(iter);
+				break;
+			}
+		}
+	}
+
+	{
+		LLFastTimer t(FTM_REMOVE_FROM_HIGHLIGHT_SET);
+		HighlightItem item(drawablep);
+		mHighlightSet.erase(item);
+
+		if (mHighlightObject == drawablep)
+		{
+			mHighlightObject = NULL;
+		}
+	}
+
+	for (U32 i = 0; i < 2; ++i)
+	{
+		if (mShadowSpotLight[i] == drawablep)
+		{
+			mShadowSpotLight[i] = NULL;
+		}
+
+		if (mTargetShadowSpotLight[i] == drawablep)
+		{
+			mTargetShadowSpotLight[i] = NULL;
+		}
+	}
+
+
+}
+
+U32 LLPipeline::addObject(LLViewerObject *vobj)
+{
+	LLMemType mt_ao(LLMemType::MTYPE_PIPELINE_ADD_OBJECT);
+
+	if (gSavedSettings.getBOOL("RenderDelayCreation"))
+	{
+		mCreateQ.push_back(vobj);
+	}
+	else
+	{
+		createObject(vobj);
+	}
+
+	return 1;
+}
+
+void LLPipeline::createObjects(F32 max_dtime)
+{
+	LLFastTimer ftm(FTM_GEO_UPDATE);
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_CREATE_OBJECTS);
+
+	LLTimer update_timer;
+
+	while (!mCreateQ.empty() && update_timer.getElapsedTimeF32() < max_dtime)
+	{
+		LLViewerObject* vobj = mCreateQ.front();
+		if (!vobj->isDead())
+		{
+			createObject(vobj);
+		}
+		mCreateQ.pop_front();
+	}
+	
+	//for (LLViewerObject::vobj_list_t::iterator iter = mCreateQ.begin(); iter != mCreateQ.end(); ++iter)
+	//{
+	//	createObject(*iter);
+	//}
+
+	//mCreateQ.clear();
+}
+
+void LLPipeline::createObject(LLViewerObject* vobj)
+{
+	LLDrawable* drawablep = vobj->mDrawable;
+
+	if (!drawablep)
+	{
+		drawablep = vobj->createDrawable(this);
+	}
+	else
+	{
+		llerrs << "Redundant drawable creation!" << llendl;
+	}
+		
+	llassert(drawablep);
+
+	if (vobj->getParent())
+	{
+		vobj->setDrawableParent(((LLViewerObject*)vobj->getParent())->mDrawable); // LLPipeline::addObject 1
+	}
+	else
+	{
+		vobj->setDrawableParent(NULL); // LLPipeline::addObject 2
+	}
+
+	markRebuild(drawablep, LLDrawable::REBUILD_ALL, TRUE);
+
+	if (drawablep->getVOVolume() && gSavedSettings.getBOOL("RenderAnimateRes"))
+	{
+		// fun animated res
+		drawablep->updateXform(TRUE);
+		drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
+		drawablep->setScale(LLVector3(0,0,0));
+		drawablep->makeActive();
+	}
+}
+
+
+void LLPipeline::resetFrameStats()
+{
+	assertInitialized();
+
+	LLViewerStats::getInstance()->mTrianglesDrawnStat.addValue(mTrianglesDrawn/1000.f);
+
+	if (mBatchCount > 0)
+	{
+		mMeanBatchSize = gPipeline.mTrianglesDrawn/gPipeline.mBatchCount;
+	}
+	mTrianglesDrawn = 0;
+	sCompiles        = 0;
+	mVerticesRelit   = 0;
+	mLightingChanges = 0;
+	mGeometryChanges = 0;
+	mNumVisibleFaces = 0;
+
+	if (mOldRenderDebugMask != mRenderDebugMask)
+	{
+		gObjectList.clearDebugText();
+		mOldRenderDebugMask = mRenderDebugMask;
+	}
+		
+}
+
+//external functions for asynchronous updating
+void LLPipeline::updateMoveDampedAsync(LLDrawable* drawablep)
+{
+	if (gSavedSettings.getBOOL("FreezeTime"))
+	{
+		return;
+	}
+	if (!drawablep)
+	{
+		llerrs << "updateMove called with NULL drawablep" << llendl;
+		return;
+	}
+	if (drawablep->isState(LLDrawable::EARLY_MOVE))
+	{
+		return;
+	}
+
+	assertInitialized();
+
+	// update drawable now
+	drawablep->clearState(LLDrawable::MOVE_UNDAMPED); // force to DAMPED
+	drawablep->updateMove(); // returns done
+	drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
+	// Put on move list so that EARLY_MOVE gets cleared
+	if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
+	{
+		mMovedList.push_back(drawablep);
+		drawablep->setState(LLDrawable::ON_MOVE_LIST);
+	}
+}
+
+void LLPipeline::updateMoveNormalAsync(LLDrawable* drawablep)
+{
+	if (gSavedSettings.getBOOL("FreezeTime"))
+	{
+		return;
+	}
+	if (!drawablep)
+	{
+		llerrs << "updateMove called with NULL drawablep" << llendl;
+		return;
+	}
+	if (drawablep->isState(LLDrawable::EARLY_MOVE))
+	{
+		return;
+	}
+
+	assertInitialized();
+
+	// update drawable now
+	drawablep->setState(LLDrawable::MOVE_UNDAMPED); // force to UNDAMPED
+	drawablep->updateMove();
+	drawablep->setState(LLDrawable::EARLY_MOVE); // flag says we already did an undamped move this frame
+	// Put on move list so that EARLY_MOVE gets cleared
+	if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
+	{
+		mMovedList.push_back(drawablep);
+		drawablep->setState(LLDrawable::ON_MOVE_LIST);
+	}
+}
+
+void LLPipeline::updateMovedList(LLDrawable::drawable_vector_t& moved_list)
+{
+	for (LLDrawable::drawable_vector_t::iterator iter = moved_list.begin();
+		 iter != moved_list.end(); )
+	{
+		LLDrawable::drawable_vector_t::iterator curiter = iter++;
+		LLDrawable *drawablep = *curiter;
+		BOOL done = TRUE;
+		if (!drawablep->isDead() && (!drawablep->isState(LLDrawable::EARLY_MOVE)))
+		{
+			done = drawablep->updateMove();
+		}
+		drawablep->clearState(LLDrawable::EARLY_MOVE | LLDrawable::MOVE_UNDAMPED);
+		if (done)
+		{
+			drawablep->clearState(LLDrawable::ON_MOVE_LIST);
+			iter = moved_list.erase(curiter);
+		}
+	}
+}
+
+static LLFastTimer::DeclareTimer FTM_OCTREE_BALANCE("Balance Octree");
+static LLFastTimer::DeclareTimer FTM_UPDATE_MOVE("Update Move");
+
+void LLPipeline::updateMove()
+{
+	LLFastTimer t(FTM_UPDATE_MOVE);
+	LLMemType mt_um(LLMemType::MTYPE_PIPELINE_UPDATE_MOVE);
+
+	if (gSavedSettings.getBOOL("FreezeTime"))
+	{
+		return;
+	}
+
+	assertInitialized();
+
+	{
+		static LLFastTimer::DeclareTimer ftm("Retexture");
+		LLFastTimer t(ftm);
+
+		for (LLDrawable::drawable_set_t::iterator iter = mRetexturedList.begin();
+			 iter != mRetexturedList.end(); ++iter)
+		{
+			LLDrawable* drawablep = *iter;
+			if (drawablep && !drawablep->isDead())
+			{
+				drawablep->updateTexture();
+			}
+		}
+		mRetexturedList.clear();
+	}
+
+	{
+		static LLFastTimer::DeclareTimer ftm("Moved List");
+		LLFastTimer t(ftm);
+		updateMovedList(mMovedList);
+	}
+
+	//balance octrees
+	{
+ 		LLFastTimer ot(FTM_OCTREE_BALANCE);
+
+		for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+		{
+			LLViewerRegion* region = *iter;
+			for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+			{
+				LLSpatialPartition* part = region->getSpatialPartition(i);
+				if (part)
+				{
+					part->mOctree->balance();
+				}
+			}
+		}
+	}
+}
+
+/////////////////////////////////////////////////////////////////////////////
+// Culling and occlusion testing
+/////////////////////////////////////////////////////////////////////////////
+
+//static
+F32 LLPipeline::calcPixelArea(LLVector3 center, LLVector3 size, LLCamera &camera)
+{
+	LLVector3 lookAt = center - camera.getOrigin();
+	F32 dist = lookAt.length();
+
+	//ramp down distance for nearby objects
+	//shrink dist by dist/16.
+	if (dist < 16.f)
+	{
+		dist /= 16.f;
+		dist *= dist;
+		dist *= 16.f;
+	}
+
+	//get area of circle around node
+	F32 app_angle = atanf(size.length()/dist);
+	F32 radius = app_angle*LLDrawable::sCurPixelAngle;
+	return radius*radius * F_PI;
+}
+
+//static
+F32 LLPipeline::calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera)
+{
+	LLVector4a origin;
+	origin.load3(camera.getOrigin().mV);
+
+	LLVector4a lookAt;
+	lookAt.setSub(center, origin);
+	F32 dist = lookAt.getLength3().getF32();
+
+	//ramp down distance for nearby objects
+	//shrink dist by dist/16.
+	if (dist < 16.f)
+	{
+		dist /= 16.f;
+		dist *= dist;
+		dist *= 16.f;
+	}
+
+	//get area of circle around node
+	F32 app_angle = atanf(size.getLength3().getF32()/dist);
+	F32 radius = app_angle*LLDrawable::sCurPixelAngle;
+	return radius*radius * F_PI;
+}
+
+void LLPipeline::grabReferences(LLCullResult& result)
+{
+	sCull = &result;
+}
+
+void LLPipeline::clearReferences()
+{
+	sCull = NULL;
+}
+
+void check_references(LLSpatialGroup* group, LLDrawable* drawable)
+{
+	for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
+	{
+		if (drawable == *i)
+		{
+			llerrs << "LLDrawable deleted while actively reference by LLPipeline." << llendl;
+		}
+	}			
+}
+
+void check_references(LLDrawable* drawable, LLFace* face)
+{
+	for (S32 i = 0; i < drawable->getNumFaces(); ++i)
+	{
+		if (drawable->getFace(i) == face)
+		{
+			llerrs << "LLFace deleted while actively referenced by LLPipeline." << llendl;
+		}
+	}
+}
+
+void check_references(LLSpatialGroup* group, LLFace* face)
+{
+	for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
+	{
+		LLDrawable* drawable = *i;
+		check_references(drawable, face);
+	}			
+}
+
+void LLPipeline::checkReferences(LLFace* face)
+{
+#if 0
+	if (sCull)
+	{
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			check_references(group, face);
+		}
+
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			check_references(group, face);
+		}
+
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			check_references(group, face);
+		}
+
+		for (LLCullResult::drawable_list_t::iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter)
+		{
+			LLDrawable* drawable = *iter;
+			check_references(drawable, face);	
+		}
+	}
+#endif
+}
+
+void LLPipeline::checkReferences(LLDrawable* drawable)
+{
+#if 0
+	if (sCull)
+	{
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			check_references(group, drawable);
+		}
+
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			check_references(group, drawable);
+		}
+
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			check_references(group, drawable);
+		}
+
+		for (LLCullResult::drawable_list_t::iterator iter = sCull->beginVisibleList(); iter != sCull->endVisibleList(); ++iter)
+		{
+			if (drawable == *iter)
+			{
+				llerrs << "LLDrawable deleted while actively referenced by LLPipeline." << llendl;
+			}
+		}
+	}
+#endif
+}
+
+void check_references(LLSpatialGroup* group, LLDrawInfo* draw_info)
+{
+	for (LLSpatialGroup::draw_map_t::iterator i = group->mDrawMap.begin(); i != group->mDrawMap.end(); ++i)
+	{
+		LLSpatialGroup::drawmap_elem_t& draw_vec = i->second;
+		for (LLSpatialGroup::drawmap_elem_t::iterator j = draw_vec.begin(); j != draw_vec.end(); ++j)
+		{
+			LLDrawInfo* params = *j;
+			if (params == draw_info)
+			{
+				llerrs << "LLDrawInfo deleted while actively referenced by LLPipeline." << llendl;
+			}
+		}
+	}
+}
+
+
+void LLPipeline::checkReferences(LLDrawInfo* draw_info)
+{
+#if 0
+	if (sCull)
+	{
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			check_references(group, draw_info);
+		}
+
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			check_references(group, draw_info);
+		}
+
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			check_references(group, draw_info);
+		}
+	}
+#endif
+}
+
+void LLPipeline::checkReferences(LLSpatialGroup* group)
+{
+#if 0
+	if (sCull)
+	{
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+		{
+			if (group == *iter)
+			{
+				llerrs << "LLSpatialGroup deleted while actively referenced by LLPipeline." << llendl;
+			}
+		}
+
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginAlphaGroups(); iter != sCull->endAlphaGroups(); ++iter)
+		{
+			if (group == *iter)
+			{
+				llerrs << "LLSpatialGroup deleted while actively referenced by LLPipeline." << llendl;
+			}
+		}
+
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+		{
+			if (group == *iter)
+			{
+				llerrs << "LLSpatialGroup deleted while actively referenced by LLPipeline." << llendl;
+			}
+		}
+	}
+#endif
+}
+
+
+BOOL LLPipeline::visibleObjectsInFrustum(LLCamera& camera)
+{
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+
+		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+		{
+			LLSpatialPartition* part = region->getSpatialPartition(i);
+			if (part)
+			{
+				if (hasRenderType(part->mDrawableType))
+				{
+					if (part->visibleObjectsInFrustum(camera))
+					{
+						return TRUE;
+					}
+				}
+			}
+		}
+	}
+
+	return FALSE;
+}
+
+BOOL LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3& max)
+{
+	const F32 X = 65536.f;
+
+	min = LLVector3(X,X,X);
+	max = LLVector3(-X,-X,-X);
+
+	U32 saved_camera_id = LLViewerCamera::sCurCameraID;
+	LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+
+	BOOL res = TRUE;
+
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+
+		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+		{
+			LLSpatialPartition* part = region->getSpatialPartition(i);
+			if (part)
+			{
+				if (hasRenderType(part->mDrawableType))
+				{
+					if (!part->getVisibleExtents(camera, min, max))
+					{
+						res = FALSE;
+					}
+				}
+			}
+		}
+	}
+
+	LLViewerCamera::sCurCameraID = saved_camera_id;
+
+	return res;
+}
+
+static LLFastTimer::DeclareTimer FTM_CULL("Object Culling");
+
+void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip, LLPlane* planep)
+{
+	LLFastTimer t(FTM_CULL);
+	LLMemType mt_uc(LLMemType::MTYPE_PIPELINE_UPDATE_CULL);
+
+	grabReferences(result);
+
+	sCull->clear();
+
+	BOOL to_texture =	LLPipeline::sUseOcclusion > 1 &&
+						!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && 
+						LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
+						gPipeline.canUseVertexShaders() &&
+						sRenderGlow;
+
+	if (to_texture)
+	{
+		mScreen.bindTarget();
+	}
+
+	if (sUseOcclusion > 1)
+	{
+		gGL.setColorMask(false, false);
+	}
+
+	glMatrixMode(GL_PROJECTION);
+	glPushMatrix();
+	glLoadMatrixd(gGLLastProjection);
+	glMatrixMode(GL_MODELVIEW);
+	glPushMatrix();
+	gGLLastMatrix = NULL;
+	glLoadMatrixd(gGLLastModelView);
+
+
+	LLVertexBuffer::unbind();
+	LLGLDisable blend(GL_BLEND);
+	LLGLDisable test(GL_ALPHA_TEST);
+	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+
+	//setup a clip plane in projection matrix for reflection renders (prevents flickering from occlusion culling)
+	LLViewerRegion* region = gAgent.getRegion();
+	LLPlane plane;
+
+	if (planep)
+	{
+		plane = *planep;
+	}
+	else 
+	{
+		if (region)
+		{
+			LLVector3 pnorm;
+			F32 height = region->getWaterHeight();
+			if (water_clip < 0)
+			{ //camera is above water, clip plane points up
+				pnorm.setVec(0,0,1);
+				plane.setVec(pnorm, -height);
+			}
+			else if (water_clip > 0)
+			{	//camera is below water, clip plane points down
+				pnorm = LLVector3(0,0,-1);
+				plane.setVec(pnorm, height);
+			}
+		}
+	}
+	
+	glh::matrix4f modelview = glh_get_last_modelview();
+	glh::matrix4f proj = glh_get_last_projection();
+	LLGLUserClipPlane clip(plane, modelview, proj, water_clip != 0 && LLPipeline::sReflectionRender);
+
+	LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+
+	bool bound_shader = false;
+	if (gPipeline.canUseVertexShaders() && LLGLSLShader::sCurBoundShader == 0)
+	{ //if no shader is currently bound, use the occlusion shader instead of fixed function if we can
+		// (shadow render uses a special shader that clamps to clip planes)
+		bound_shader = true;
+		gOcclusionProgram.bind();
+	}
+	
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+		if (water_clip != 0)
+		{
+			LLPlane plane(LLVector3(0,0, (F32) -water_clip), (F32) water_clip*region->getWaterHeight());
+			camera.setUserClipPlane(plane);
+		}
+		else
+		{
+			camera.disableUserClipPlane();
+		}
+
+		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+		{
+			LLSpatialPartition* part = region->getSpatialPartition(i);
+			if (part)
+			{
+				if (hasRenderType(part->mDrawableType))
+				{
+					part->cull(camera);
+				}
+			}
+		}
+	}
+
+	if (bound_shader)
+	{
+		gOcclusionProgram.unbind();
+	}
+
+	camera.disableUserClipPlane();
+
+	if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) && 
+		gSky.mVOSkyp.notNull() && 
+		gSky.mVOSkyp->mDrawable.notNull())
+	{
+		gSky.mVOSkyp->mDrawable->setVisible(camera);
+		sCull->pushDrawable(gSky.mVOSkyp->mDrawable);
+		gSky.updateCull();
+		stop_glerror();
+	}
+
+	if (hasRenderType(LLPipeline::RENDER_TYPE_GROUND) && 
+		!gPipeline.canUseWindLightShaders() &&
+		gSky.mVOGroundp.notNull() && 
+		gSky.mVOGroundp->mDrawable.notNull() &&
+		!LLPipeline::sWaterReflections)
+	{
+		gSky.mVOGroundp->mDrawable->setVisible(camera);
+		sCull->pushDrawable(gSky.mVOGroundp->mDrawable);
+	}
+	
+	
+	glMatrixMode(GL_PROJECTION);
+	glPopMatrix();
+	glMatrixMode(GL_MODELVIEW);
+	glPopMatrix();
+
+	if (sUseOcclusion > 1)
+	{
+		gGL.setColorMask(true, false);
+	}
+
+	if (to_texture)
+	{
+		mScreen.flush();
+	}
+}
+
+void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
+{
+	if (group->getData().empty())
+	{ 
+		return;
+	}
+	
+	group->setVisible();
+
+	if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+	{
+		group->updateDistance(camera);
+	}
+	
+	const F32 MINIMUM_PIXEL_AREA = 16.f;
+
+	if (group->mPixelArea < MINIMUM_PIXEL_AREA)
+	{
+		return;
+	}
+
+	if (sMinRenderSize > 0.f && 
+			llmax(llmax(group->mBounds[1][0], group->mBounds[1][1]), group->mBounds[1][2]) < sMinRenderSize)
+	{
+		return;
+	}
+
+	assertInitialized();
+	
+	if (!group->mSpatialPartition->mRenderByGroup)
+	{ //render by drawable
+		sCull->pushDrawableGroup(group);
+	}
+	else
+	{   //render by group
+		sCull->pushVisibleGroup(group);
+	}
+
+	mNumVisibleNodes++;
+}
+
+void LLPipeline::markOccluder(LLSpatialGroup* group)
+{
+	if (sUseOcclusion > 1 && group && !group->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION))
+	{
+		LLSpatialGroup* parent = group->getParent();
+
+		if (!parent || !parent->isOcclusionState(LLSpatialGroup::OCCLUDED))
+		{ //only mark top most occluders as active occlusion
+			sCull->pushOcclusionGroup(group);
+			group->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
+				
+			if (parent && 
+				!parent->isOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION) &&
+				parent->getElementCount() == 0 &&
+				parent->needsUpdate())
+			{
+				sCull->pushOcclusionGroup(group);
+				parent->setOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
+			}
+		}
+	}
+}
+
+void LLPipeline::doOcclusion(LLCamera& camera)
+{
+	if (LLPipeline::sUseOcclusion > 1 && sCull->hasOcclusionGroups())
+	{
+		LLVertexBuffer::unbind();
+
+		if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_OCCLUSION))
+		{
+			gGL.setColorMask(true, false, false, false);
+		}
+		else
+		{
+			gGL.setColorMask(false, false);
+		}
+		LLGLDisable blend(GL_BLEND);
+		LLGLDisable test(GL_ALPHA_TEST);
+		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+		LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+
+		LLGLDisable cull(GL_CULL_FACE);
+
+		
+		bool bind_shader = LLGLSLShader::sNoFixedFunction && LLGLSLShader::sCurBoundShader == 0;
+		if (bind_shader)
+		{
+			if (LLPipeline::sShadowRender)
+			{
+				gDeferredShadowProgram.bind();
+			}
+			else
+			{
+				gOcclusionProgram.bind();
+			}
+		}
+
+		for (LLCullResult::sg_list_t::iterator iter = sCull->beginOcclusionGroups(); iter != sCull->endOcclusionGroups(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			group->doOcclusion(&camera);
+			group->clearOcclusionState(LLSpatialGroup::ACTIVE_OCCLUSION);
+		}
+	
+		if (bind_shader)
+		{
+			if (LLPipeline::sShadowRender)
+			{
+				gDeferredShadowProgram.unbind();
+			}
+			else
+			{
+				gOcclusionProgram.unbind();
+			}
+		}
+
+		gGL.setColorMask(true, false);
+	}
+}
+	
+BOOL LLPipeline::updateDrawableGeom(LLDrawable* drawablep, BOOL priority)
+{
+	BOOL update_complete = drawablep->updateGeometry(priority);
+	if (update_complete && assertInitialized())
+	{
+		drawablep->setState(LLDrawable::BUILT);
+		mGeometryChanges++;
+	}
+	return update_complete;
+}
+
+void LLPipeline::updateGL()
+{
+	while (!LLGLUpdate::sGLQ.empty())
+	{
+		LLGLUpdate* glu = LLGLUpdate::sGLQ.front();
+		glu->updateGL();
+		glu->mInQ = FALSE;
+		LLGLUpdate::sGLQ.pop_front();
+	}
+}
+
+void LLPipeline::rebuildPriorityGroups()
+{
+	LLTimer update_timer;
+	LLMemType mt(LLMemType::MTYPE_PIPELINE);
+	
+	assertInitialized();
+
+	gMeshRepo.notifyLoadedMeshes();
+
+	mGroupQ1Locked = true;
+	// Iterate through all drawables on the priority build queue,
+	for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ1.begin();
+		 iter != mGroupQ1.end(); ++iter)
+	{
+		LLSpatialGroup* group = *iter;
+		group->rebuildGeom();
+		group->clearState(LLSpatialGroup::IN_BUILD_Q1);
+	}
+
+	mGroupQ1.clear();
+	mGroupQ1Locked = false;
+
+}
+		
+void LLPipeline::rebuildGroups()
+{
+	if (mGroupQ2.empty())
+	{
+		return;
+	}
+
+	mGroupQ2Locked = true;
+	// Iterate through some drawables on the non-priority build queue
+	S32 size = (S32) mGroupQ2.size();
+	S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size);
+			
+	S32 count = 0;
+	
+	std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency());
+
+	LLSpatialGroup::sg_vector_t::iterator iter;
+	LLSpatialGroup::sg_vector_t::iterator last_iter = mGroupQ2.begin();
+
+	for (iter = mGroupQ2.begin();
+		 iter != mGroupQ2.end() && count <= min_count; ++iter)
+	{
+		LLSpatialGroup* group = *iter;
+		last_iter = iter;
+
+		if (!group->isDead())
+		{
+			group->rebuildGeom();
+			
+			if (group->mSpatialPartition->mRenderByGroup)
+			{
+				count++;
+			}
+		}
+
+		group->clearState(LLSpatialGroup::IN_BUILD_Q2);
+	}	
+
+	mGroupQ2.erase(mGroupQ2.begin(), ++last_iter);
+
+	mGroupQ2Locked = false;
+
+	updateMovedList(mMovedBridge);
+}
+
+void LLPipeline::updateGeom(F32 max_dtime)
+{
+	LLTimer update_timer;
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_UPDATE_GEOM);
+	LLPointer<LLDrawable> drawablep;
+
+	LLFastTimer t(FTM_GEO_UPDATE);
+
+	assertInitialized();
+
+	if (sDelayedVBOEnable > 0)
+	{
+		if (--sDelayedVBOEnable <= 0)
+		{
+			resetVertexBuffers();
+			LLVertexBuffer::sEnableVBOs = TRUE;
+		}
+	}
+
+	// notify various object types to reset internal cost metrics, etc.
+	// for now, only LLVOVolume does this to throttle LOD changes
+	LLVOVolume::preUpdateGeom();
+
+	// Iterate through all drawables on the priority build queue,
+	for (LLDrawable::drawable_list_t::iterator iter = mBuildQ1.begin();
+		 iter != mBuildQ1.end();)
+	{
+		LLDrawable::drawable_list_t::iterator curiter = iter++;
+		LLDrawable* drawablep = *curiter;
+		if (drawablep && !drawablep->isDead())
+		{
+			if (drawablep->isState(LLDrawable::IN_REBUILD_Q2))
+			{
+				drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
+				LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep);
+				if (find != mBuildQ2.end())
+				{
+					mBuildQ2.erase(find);
+				}
+			}
+
+			if (updateDrawableGeom(drawablep, TRUE))
+			{
+				drawablep->clearState(LLDrawable::IN_REBUILD_Q1);
+				mBuildQ1.erase(curiter);
+			}
+		}
+		else
+		{
+			mBuildQ1.erase(curiter);
+		}
+	}
+		
+	// Iterate through some drawables on the non-priority build queue
+	S32 min_count = 16;
+	S32 size = (S32) mBuildQ2.size();
+	if (size > 1024)
+	{
+		min_count = llclamp((S32) (size * (F32) size/4096), 16, size);
+	}
+		
+	S32 count = 0;
+	
+	max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, max_dtime);
+	LLSpatialGroup* last_group = NULL;
+	LLSpatialBridge* last_bridge = NULL;
+
+	for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin();
+		 iter != mBuildQ2.end(); )
+	{
+		LLDrawable::drawable_list_t::iterator curiter = iter++;
+		LLDrawable* drawablep = *curiter;
+
+		LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() :
+									drawablep->getParent()->getSpatialBridge();
+
+		if (drawablep->getSpatialGroup() != last_group && 
+			(!last_bridge || bridge != last_bridge) &&
+			(update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count)
+		{
+			break;
+		}
+
+		//make sure updates don't stop in the middle of a spatial group
+		//to avoid thrashing (objects are enqueued by group)
+		last_group = drawablep->getSpatialGroup();
+		last_bridge = bridge;
+
+		BOOL update_complete = TRUE;
+		if (!drawablep->isDead())
+		{
+			update_complete = updateDrawableGeom(drawablep, FALSE);
+			count++;
+		}
+		if (update_complete)
+		{
+			drawablep->clearState(LLDrawable::IN_REBUILD_Q2);
+			mBuildQ2.erase(curiter);
+		}
+	}	
+
+	updateMovedList(mMovedBridge);
+}
+
+void LLPipeline::markVisible(LLDrawable *drawablep, LLCamera& camera)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_VISIBLE);
+
+	if(drawablep && !drawablep->isDead())
+	{
+		if (drawablep->isSpatialBridge())
+		{
+			const LLDrawable* root = ((LLSpatialBridge*) drawablep)->mDrawable;
+			llassert(root); // trying to catch a bad assumption
+			if (root && //  // this test may not be needed, see above
+					root->getVObj()->isAttachment())
+			{
+				LLDrawable* rootparent = root->getParent();
+				if (rootparent) // this IS sometimes NULL
+				{
+					LLViewerObject *vobj = rootparent->getVObj();
+					llassert(vobj); // trying to catch a bad assumption
+					if (vobj) // this test may not be needed, see above
+					{
+						const LLVOAvatar* av = vobj->asAvatar();
+						if (av && av->isImpostor())
+						{
+							return;
+						}
+					}
+				}
+			}
+			sCull->pushBridge((LLSpatialBridge*) drawablep);
+		}
+		else
+		{
+			sCull->pushDrawable(drawablep);
+		}
+
+		drawablep->setVisible(camera);
+	}
+}
+
+void LLPipeline::markMoved(LLDrawable *drawablep, BOOL damped_motion)
+{
+	LLMemType mt_mm(LLMemType::MTYPE_PIPELINE_MARK_MOVED);
+
+	if (!drawablep)
+	{
+		//llerrs << "Sending null drawable to moved list!" << llendl;
+		return;
+	}
+	
+	if (drawablep->isDead())
+	{
+		llwarns << "Marking NULL or dead drawable moved!" << llendl;
+		return;
+	}
+	
+	if (drawablep->getParent()) 
+	{
+		//ensure that parent drawables are moved first
+		markMoved(drawablep->getParent(), damped_motion);
+	}
+
+	assertInitialized();
+
+	if (!drawablep->isState(LLDrawable::ON_MOVE_LIST))
+	{
+		if (drawablep->isSpatialBridge())
+		{
+			mMovedBridge.push_back(drawablep);
+		}
+		else
+		{
+			mMovedList.push_back(drawablep);
+		}
+		drawablep->setState(LLDrawable::ON_MOVE_LIST);
+	}
+	if (damped_motion == FALSE)
+	{
+		drawablep->setState(LLDrawable::MOVE_UNDAMPED); // UNDAMPED trumps DAMPED
+	}
+	else if (drawablep->isState(LLDrawable::MOVE_UNDAMPED))
+	{
+		drawablep->clearState(LLDrawable::MOVE_UNDAMPED);
+	}
+}
+
+void LLPipeline::markShift(LLDrawable *drawablep)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_SHIFT);
+
+	if (!drawablep || drawablep->isDead())
+	{
+		return;
+	}
+
+	assertInitialized();
+
+	if (!drawablep->isState(LLDrawable::ON_SHIFT_LIST))
+	{
+		drawablep->getVObj()->setChanged(LLXform::SHIFTED | LLXform::SILHOUETTE);
+		if (drawablep->getParent()) 
+		{
+			markShift(drawablep->getParent());
+		}
+		mShiftList.push_back(drawablep);
+		drawablep->setState(LLDrawable::ON_SHIFT_LIST);
+	}
+}
+
+void LLPipeline::shiftObjects(const LLVector3 &offset)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_SHIFT_OBJECTS);
+
+	assertInitialized();
+
+	glClear(GL_DEPTH_BUFFER_BIT);
+	gDepthDirty = TRUE;
+		
+	LLVector4a offseta;
+	offseta.load3(offset.mV);
+
+	for (LLDrawable::drawable_vector_t::iterator iter = mShiftList.begin();
+		 iter != mShiftList.end(); iter++)
+	{
+		LLDrawable *drawablep = *iter;
+		if (drawablep->isDead())
+		{
+			continue;
+		}	
+		drawablep->shiftPos(offseta);	
+		drawablep->clearState(LLDrawable::ON_SHIFT_LIST);
+	}
+	mShiftList.resize(0);
+
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+		{
+			LLSpatialPartition* part = region->getSpatialPartition(i);
+			if (part)
+			{
+				part->shift(offseta);
+			}
+		}
+	}
+
+	LLHUDText::shiftAll(offset);
+	LLHUDNameTag::shiftAll(offset);
+	display_update_camera();
+}
+
+void LLPipeline::markTextured(LLDrawable *drawablep)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_TEXTURED);
+
+	if (drawablep && !drawablep->isDead() && assertInitialized())
+	{
+		mRetexturedList.insert(drawablep);
+	}
+}
+
+void LLPipeline::markGLRebuild(LLGLUpdate* glu)
+{
+	if (glu && !glu->mInQ)
+	{
+		LLGLUpdate::sGLQ.push_back(glu);
+		glu->mInQ = TRUE;
+	}
+}
+
+void LLPipeline::markPartitionMove(LLDrawable* drawable)
+{
+	if (!drawable->isState(LLDrawable::PARTITION_MOVE) && 
+		!drawable->getPositionGroup().equals3(LLVector4a::getZero()))
+	{
+		drawable->setState(LLDrawable::PARTITION_MOVE);
+		mPartitionQ.push_back(drawable);
+	}
+}
+
+void LLPipeline::processPartitionQ()
+{
+	for (LLDrawable::drawable_list_t::iterator iter = mPartitionQ.begin(); iter != mPartitionQ.end(); ++iter)
+	{
+		LLDrawable* drawable = *iter;
+		if (!drawable->isDead())
+		{
+			drawable->updateBinRadius();
+			drawable->movePartition();
+		}
+		drawable->clearState(LLDrawable::PARTITION_MOVE);
+	}
+
+	mPartitionQ.clear();
+}
+
+void LLPipeline::markRebuild(LLSpatialGroup* group, BOOL priority)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE);
+	
+	if (group && !group->isDead() && group->mSpatialPartition)
+	{
+		if (group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_HUD)
+		{
+			priority = TRUE;
+		}
+
+		if (priority)
+		{
+			if (!group->isState(LLSpatialGroup::IN_BUILD_Q1))
+			{
+				llassert_always(!mGroupQ1Locked);
+
+				mGroupQ1.push_back(group);
+				group->setState(LLSpatialGroup::IN_BUILD_Q1);
+
+				if (group->isState(LLSpatialGroup::IN_BUILD_Q2))
+				{
+					LLSpatialGroup::sg_vector_t::iterator iter = std::find(mGroupQ2.begin(), mGroupQ2.end(), group);
+					if (iter != mGroupQ2.end())
+					{
+						mGroupQ2.erase(iter);
+					}
+					group->clearState(LLSpatialGroup::IN_BUILD_Q2);
+				}
+			}
+		}
+		else if (!group->isState(LLSpatialGroup::IN_BUILD_Q2 | LLSpatialGroup::IN_BUILD_Q1))
+		{
+			llassert_always(!mGroupQ2Locked);
+			mGroupQ2.push_back(group);
+			group->setState(LLSpatialGroup::IN_BUILD_Q2);
+
+		}
+	}
+}
+
+void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag, BOOL priority)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_MARK_REBUILD);
+
+	if (drawablep && !drawablep->isDead() && assertInitialized())
+	{
+		if (!drawablep->isState(LLDrawable::BUILT))
+		{
+			priority = TRUE;
+		}
+		if (priority)
+		{
+			if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1))
+			{
+				mBuildQ1.push_back(drawablep);
+				drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue
+			}
+		}
+		else if (!drawablep->isState(LLDrawable::IN_REBUILD_Q2))
+		{
+			mBuildQ2.push_back(drawablep);
+			drawablep->setState(LLDrawable::IN_REBUILD_Q2); // need flag here because it is just a list
+		}
+		if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION))
+		{
+			drawablep->getVObj()->setChanged(LLXform::SILHOUETTE);
+		}
+		drawablep->setState(flag);
+	}
+}
+
+static LLFastTimer::DeclareTimer FTM_RESET_DRAWORDER("Reset Draw Order");
+
+void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
+{
+	if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
+					  LLPipeline::RENDER_TYPE_GROUND,
+					  LLPipeline::RENDER_TYPE_TERRAIN,
+					  LLPipeline::RENDER_TYPE_TREE,
+					  LLPipeline::RENDER_TYPE_SKY,
+					  LLPipeline::RENDER_TYPE_VOIDWATER,
+					  LLPipeline::RENDER_TYPE_WATER,
+					  LLPipeline::END_RENDER_TYPES))
+	{
+		//clear faces from face pools
+		LLFastTimer t(FTM_RESET_DRAWORDER);
+		gPipeline.resetDrawOrders();
+	}
+
+	LLFastTimer ftm(FTM_STATESORT);
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
+
+	//LLVertexBuffer::unbind();
+
+	grabReferences(result);
+	for (LLCullResult::sg_list_t::iterator iter = sCull->beginDrawableGroups(); iter != sCull->endDrawableGroups(); ++iter)
+	{
+		LLSpatialGroup* group = *iter;
+		group->checkOcclusion();
+		if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+		{
+			markOccluder(group);
+		}
+		else
+		{
+			group->setVisible();
+			for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
+			{
+				markVisible(*i, camera);
+			}
+		}
+	}
+
+	if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+	{
+		LLSpatialGroup* last_group = NULL;
+		for (LLCullResult::bridge_list_t::iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
+		{
+			LLCullResult::bridge_list_t::iterator cur_iter = i;
+			LLSpatialBridge* bridge = *cur_iter;
+			LLSpatialGroup* group = bridge->getSpatialGroup();
+
+			if (last_group == NULL)
+			{
+				last_group = group;
+			}
+
+			if (!bridge->isDead() && group && !group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+			{
+				stateSort(bridge, camera);
+			}
+
+			if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
+				last_group != group && last_group->changeLOD())
+			{
+				last_group->mLastUpdateDistance = last_group->mDistance;
+			}
+
+			last_group = group;
+		}
+
+		if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD &&
+			last_group && last_group->changeLOD())
+		{
+			last_group->mLastUpdateDistance = last_group->mDistance;
+		}
+	}
+
+	for (LLCullResult::sg_list_t::iterator iter = sCull->beginVisibleGroups(); iter != sCull->endVisibleGroups(); ++iter)
+	{
+		LLSpatialGroup* group = *iter;
+		group->checkOcclusion();
+		if (sUseOcclusion > 1 && group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+		{
+			markOccluder(group);
+		}
+		else
+		{
+			group->setVisible();
+			stateSort(group, camera);
+		}
+	}
+	
+	{
+		LLFastTimer ftm(FTM_STATESORT_DRAWABLE);
+		for (LLCullResult::drawable_list_t::iterator iter = sCull->beginVisibleList();
+			 iter != sCull->endVisibleList(); ++iter)
+		{
+			LLDrawable *drawablep = *iter;
+			if (!drawablep->isDead())
+			{
+				stateSort(drawablep, camera);
+			}
+		}
+	}
+	{
+		LLFastTimer ftm(FTM_CLIENT_COPY);
+		LLVertexBuffer::clientCopy();
+	}
+	
+	postSort(camera);	
+}
+
+void LLPipeline::stateSort(LLSpatialGroup* group, LLCamera& camera)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
+	if (group->changeLOD())
+	{
+		for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
+		{
+			LLDrawable* drawablep = *i;
+			stateSort(drawablep, camera);
+		}
+
+		if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+		{ //avoid redundant stateSort calls
+			group->mLastUpdateDistance = group->mDistance;
+		}
+	}
+
+}
+
+void LLPipeline::stateSort(LLSpatialBridge* bridge, LLCamera& camera)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
+	if (bridge->getSpatialGroup()->changeLOD())
+	{
+		bool force_update = false;
+		bridge->updateDistance(camera, force_update);
+	}
+}
+
+void LLPipeline::stateSort(LLDrawable* drawablep, LLCamera& camera)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_STATE_SORT);
+		
+	if (!drawablep
+		|| drawablep->isDead() 
+		|| !hasRenderType(drawablep->getRenderType()))
+	{
+		return;
+	}
+	
+	if (LLSelectMgr::getInstance()->mHideSelectedObjects)
+	{
+		if (drawablep->getVObj().notNull() &&
+			drawablep->getVObj()->isSelected())
+		{
+			return;
+		}
+	}
+
+	if (drawablep->isAvatar())
+	{ //don't draw avatars beyond render distance or if we don't have a spatial group.
+		if ((drawablep->getSpatialGroup() == NULL) || 
+			(drawablep->getSpatialGroup()->mDistance > LLVOAvatar::sRenderDistance))
+		{
+			return;
+		}
+
+		LLVOAvatar* avatarp = (LLVOAvatar*) drawablep->getVObj().get();
+		if (!avatarp->isVisible())
+		{
+			return;
+		}
+	}
+
+	assertInitialized();
+
+	if (hasRenderType(drawablep->mRenderType))
+	{
+		if (!drawablep->isState(LLDrawable::INVISIBLE|LLDrawable::FORCE_INVISIBLE))
+		{
+			drawablep->setVisible(camera, NULL, FALSE);
+		}
+		else if (drawablep->isState(LLDrawable::CLEAR_INVISIBLE))
+		{
+			// clear invisible flag here to avoid single frame glitch
+			drawablep->clearState(LLDrawable::FORCE_INVISIBLE|LLDrawable::CLEAR_INVISIBLE);
+		}
+	}
+
+	if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+	{
+		//if (drawablep->isVisible()) isVisible() check here is redundant, if it wasn't visible, it wouldn't be here
+		{
+			if (!drawablep->isActive())
+			{
+				bool force_update = false;
+				drawablep->updateDistance(camera, force_update);
+			}
+			else if (drawablep->isAvatar())
+			{
+				bool force_update = false;
+				drawablep->updateDistance(camera, force_update); // calls vobj->updateLOD() which calls LLVOAvatar::updateVisibility()
+			}
+		}
+	}
+
+	if (!drawablep->getVOVolume())
+	{
+		for (LLDrawable::face_list_t::iterator iter = drawablep->mFaces.begin();
+				iter != drawablep->mFaces.end(); iter++)
+		{
+			LLFace* facep = *iter;
+
+			if (facep->hasGeometry())
+			{
+				if (facep->getPool())
+				{
+					facep->getPool()->enqueue(facep);
+				}
+				else
+				{
+					break;
+				}
+			}
+		}
+	}
+	
+
+	mNumVisibleFaces += drawablep->getNumFaces();
+}
+
+
+void forAllDrawables(LLCullResult::sg_list_t::iterator begin, 
+					 LLCullResult::sg_list_t::iterator end,
+					 void (*func)(LLDrawable*))
+{
+	for (LLCullResult::sg_list_t::iterator i = begin; i != end; ++i)
+	{
+		for (LLSpatialGroup::element_iter j = (*i)->getData().begin(); j != (*i)->getData().end(); ++j)
+		{
+			func(*j);	
+		}
+	}
+}
+
+void LLPipeline::forAllVisibleDrawables(void (*func)(LLDrawable*))
+{
+	forAllDrawables(sCull->beginDrawableGroups(), sCull->endDrawableGroups(), func);
+	forAllDrawables(sCull->beginVisibleGroups(), sCull->endVisibleGroups(), func);
+}
+
+//function for creating scripted beacons
+void renderScriptedBeacons(LLDrawable* drawablep)
+{
+	LLViewerObject *vobj = drawablep->getVObj();
+	if (vobj 
+		&& !vobj->isAvatar() 
+		&& !vobj->getParent()
+		&& vobj->flagScripted())
+	{
+		if (gPipeline.sRenderBeacons)
+		{
+			gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+		}
+
+		if (gPipeline.sRenderHighlight)
+		{
+			S32 face_id;
+			S32 count = drawablep->getNumFaces();
+			for (face_id = 0; face_id < count; face_id++)
+			{
+				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+			}
+		}
+	}
+}
+
+void renderScriptedTouchBeacons(LLDrawable* drawablep)
+{
+	LLViewerObject *vobj = drawablep->getVObj();
+	if (vobj 
+		&& !vobj->isAvatar() 
+		&& !vobj->getParent()
+		&& vobj->flagScripted()
+		&& vobj->flagHandleTouch())
+	{
+		if (gPipeline.sRenderBeacons)
+		{
+			gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 0.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+		}
+
+		if (gPipeline.sRenderHighlight)
+		{
+			S32 face_id;
+			S32 count = drawablep->getNumFaces();
+			for (face_id = 0; face_id < count; face_id++)
+			{
+				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+			}
+		}
+	}
+}
+
+void renderPhysicalBeacons(LLDrawable* drawablep)
+{
+	LLViewerObject *vobj = drawablep->getVObj();
+	if (vobj 
+		&& !vobj->isAvatar() 
+		//&& !vobj->getParent()
+		&& vobj->usePhysics())
+	{
+		if (gPipeline.sRenderBeacons)
+		{
+			gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(0.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+		}
+
+		if (gPipeline.sRenderHighlight)
+		{
+			S32 face_id;
+			S32 count = drawablep->getNumFaces();
+			for (face_id = 0; face_id < count; face_id++)
+			{
+				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+			}
+		}
+	}
+}
+
+void renderMOAPBeacons(LLDrawable* drawablep)
+{
+	LLViewerObject *vobj = drawablep->getVObj();
+
+	if(!vobj || vobj->isAvatar())
+		return;
+
+	BOOL beacon=FALSE;
+	U8 tecount=vobj->getNumTEs();
+	for(int x=0;x<tecount;x++)
+	{
+		if(vobj->getTE(x)->hasMedia())
+		{
+			beacon=TRUE;
+			break;
+		}
+	}
+	if(beacon==TRUE)
+	{
+		if (gPipeline.sRenderBeacons)
+		{
+			gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", LLColor4(1.f, 1.f, 1.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+		}
+
+		if (gPipeline.sRenderHighlight)
+		{
+			S32 face_id;
+			S32 count = drawablep->getNumFaces();
+			for (face_id = 0; face_id < count; face_id++)
+			{
+				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+			}
+		}
+	}
+}
+
+void renderParticleBeacons(LLDrawable* drawablep)
+{
+	// Look for attachments, objects, etc.
+	LLViewerObject *vobj = drawablep->getVObj();
+	if (vobj 
+		&& vobj->isParticleSource())
+	{
+		if (gPipeline.sRenderBeacons)
+		{
+			LLColor4 light_blue(0.5f, 0.5f, 1.f, 0.5f);
+			gObjectList.addDebugBeacon(vobj->getPositionAgent(), "", light_blue, LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+		}
+
+		if (gPipeline.sRenderHighlight)
+		{
+			S32 face_id;
+			S32 count = drawablep->getNumFaces();
+			for (face_id = 0; face_id < count; face_id++)
+			{
+				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+			}
+		}
+	}
+}
+
+void renderSoundHighlights(LLDrawable* drawablep)
+{
+	// Look for attachments, objects, etc.
+	LLViewerObject *vobj = drawablep->getVObj();
+	if (vobj && vobj->isAudioSource())
+	{
+		if (gPipeline.sRenderHighlight)
+		{
+			S32 face_id;
+			S32 count = drawablep->getNumFaces();
+			for (face_id = 0; face_id < count; face_id++)
+			{
+				gPipeline.mHighlightFaces.push_back(drawablep->getFace(face_id) );
+			}
+		}
+	}
+}
+
+void LLPipeline::postSort(LLCamera& camera)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_POST_SORT);
+	LLFastTimer ftm(FTM_STATESORT_POSTSORT);
+
+	assertInitialized();
+
+	llpushcallstacks ;
+	//rebuild drawable geometry
+	for (LLCullResult::sg_list_t::iterator i = sCull->beginDrawableGroups(); i != sCull->endDrawableGroups(); ++i)
+	{
+		LLSpatialGroup* group = *i;
+		if (!sUseOcclusion || 
+			!group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+		{
+			group->rebuildGeom();
+		}
+	}
+	llpushcallstacks ;
+	//rebuild groups
+	sCull->assertDrawMapsEmpty();
+
+	rebuildPriorityGroups();
+	llpushcallstacks ;
+
+	const S32 bin_count = 1024*8;
+		
+	static LLCullResult::drawinfo_list_t alpha_bins[bin_count];
+	static U32 bin_size[bin_count];
+
+	//clear one bin per frame to avoid memory bloat
+	static S32 clear_idx = 0;
+	clear_idx = (1+clear_idx)%bin_count;
+	alpha_bins[clear_idx].clear();
+
+	for (U32 j = 0; j < bin_count; j++)
+	{
+		bin_size[j] = 0;
+	}
+
+	//build render map
+	for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
+	{
+		LLSpatialGroup* group = *i;
+		if (sUseOcclusion && 
+			group->isOcclusionState(LLSpatialGroup::OCCLUDED))
+		{
+			continue;
+		}
+
+		if (group->isState(LLSpatialGroup::NEW_DRAWINFO) && group->isState(LLSpatialGroup::GEOM_DIRTY))
+		{ //no way this group is going to be drawable without a rebuild
+			group->rebuildGeom();
+		}
+
+		for (LLSpatialGroup::draw_map_t::iterator j = group->mDrawMap.begin(); j != group->mDrawMap.end(); ++j)
+		{
+			LLSpatialGroup::drawmap_elem_t& src_vec = j->second;	
+			if (!hasRenderType(j->first))
+			{
+				continue;
+			}
+			
+			for (LLSpatialGroup::drawmap_elem_t::iterator k = src_vec.begin(); k != src_vec.end(); ++k)
+			{
+				if (sMinRenderSize > 0.f)
+				{
+					LLVector4a bounds;
+					bounds.setSub((*k)->mExtents[1],(*k)->mExtents[0]);
+
+					if (llmax(llmax(bounds[0], bounds[1]), bounds[2]) > sMinRenderSize)
+					{
+						sCull->pushDrawInfo(j->first, *k);
+					}
+				}
+				else
+				{
+					sCull->pushDrawInfo(j->first, *k);
+				}
+			}
+		}
+
+		if (hasRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA))
+		{
+			LLSpatialGroup::draw_map_t::iterator alpha = group->mDrawMap.find(LLRenderPass::PASS_ALPHA);
+			
+			if (alpha != group->mDrawMap.end())
+			{ //store alpha groups for sorting
+				LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
+				if (LLViewerCamera::sCurCameraID == LLViewerCamera::CAMERA_WORLD)
+				{
+					if (bridge)
+					{
+						LLCamera trans_camera = bridge->transformCamera(camera);
+						group->updateDistance(trans_camera);
+					}
+					else
+					{
+						group->updateDistance(camera);
+					}
+				}
+							
+				if (hasRenderType(LLDrawPool::POOL_ALPHA))
+				{
+					sCull->pushAlphaGroup(group);
+				}
+			}
+		}
+	}
+		
+	if (!sShadowRender)
+	{
+		//sort by texture or bump map
+		for (U32 i = 0; i < LLRenderPass::NUM_RENDER_TYPES; ++i)
+		{
+			if (i == LLRenderPass::PASS_BUMP)
+			{
+				std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareBump());
+			}
+			else 
+			{
+				std::sort(sCull->beginRenderMap(i), sCull->endRenderMap(i), LLDrawInfo::CompareTexturePtrMatrix());
+			}	
+		}
+
+		std::sort(sCull->beginAlphaGroups(), sCull->endAlphaGroups(), LLSpatialGroup::CompareDepthGreater());
+	}
+	llpushcallstacks ;
+	// only render if the flag is set. The flag is only set if we are in edit mode or the toggle is set in the menus
+	if (LLFloaterReg::instanceVisible("beacons") && !sShadowRender)
+	{
+		if (sRenderScriptedTouchBeacons)
+		{
+			// Only show the beacon on the root object.
+			forAllVisibleDrawables(renderScriptedTouchBeacons);
+		}
+		else
+		if (sRenderScriptedBeacons)
+		{
+			// Only show the beacon on the root object.
+			forAllVisibleDrawables(renderScriptedBeacons);
+		}
+
+		if (sRenderPhysicalBeacons)
+		{
+			// Only show the beacon on the root object.
+			forAllVisibleDrawables(renderPhysicalBeacons);
+		}
+
+		if(sRenderMOAPBeacons)
+		{
+			forAllVisibleDrawables(renderMOAPBeacons);
+		}
+
+		if (sRenderParticleBeacons)
+		{
+			forAllVisibleDrawables(renderParticleBeacons);
+		}
+
+		// If god mode, also show audio cues
+		if (sRenderSoundBeacons && gAudiop)
+		{
+			// Walk all sound sources and render out beacons for them. Note, this isn't done in the ForAllVisibleDrawables function, because some are not visible.
+			LLAudioEngine::source_map::iterator iter;
+			for (iter = gAudiop->mAllSources.begin(); iter != gAudiop->mAllSources.end(); ++iter)
+			{
+				LLAudioSource *sourcep = iter->second;
+
+				LLVector3d pos_global = sourcep->getPositionGlobal();
+				LLVector3 pos = gAgent.getPosAgentFromGlobal(pos_global);
+				if (gPipeline.sRenderBeacons)
+				{
+					//pos += LLVector3(0.f, 0.f, 0.2f);
+					gObjectList.addDebugBeacon(pos, "", LLColor4(1.f, 1.f, 0.f, 0.5f), LLColor4(1.f, 1.f, 1.f, 0.5f), gSavedSettings.getS32("DebugBeaconLineWidth"));
+				}
+			}
+			// now deal with highlights for all those seeable sound sources
+			forAllVisibleDrawables(renderSoundHighlights);
+		}
+	}
+	llpushcallstacks ;
+	// If managing your telehub, draw beacons at telehub and currently selected spawnpoint.
+	if (LLFloaterTelehub::renderBeacons())
+	{
+		LLFloaterTelehub::addBeacons();
+	}
+
+	if (!sShadowRender)
+	{
+		mSelectedFaces.clear();
+		
+		// Draw face highlights for selected faces.
+		if (LLSelectMgr::getInstance()->getTEMode())
+		{
+			struct f : public LLSelectedTEFunctor
+			{
+				virtual bool apply(LLViewerObject* object, S32 te)
+				{
+					if (object->mDrawable)
+					{
+						gPipeline.mSelectedFaces.push_back(object->mDrawable->getFace(te));
+					}
+					return true;
+				}
+			} func;
+			LLSelectMgr::getInstance()->getSelection()->applyToTEs(&func);
+		}
+	}
+
+	//LLSpatialGroup::sNoDelete = FALSE;
+	llpushcallstacks ;
+}
+
+
+void render_hud_elements()
+{
+	LLMemType mt_rhe(LLMemType::MTYPE_PIPELINE_RENDER_HUD_ELS);
+	LLFastTimer t(FTM_RENDER_UI);
+	gPipeline.disableLights();		
+	
+	LLGLDisable fog(GL_FOG);
+	LLGLSUIDefault gls_ui;
+
+	LLGLEnable stencil(GL_STENCIL_TEST);
+	glStencilFunc(GL_ALWAYS, 255, 0xFFFFFFFF);
+	glStencilMask(0xFFFFFFFF);
+	glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+	
+	gGL.color4f(1,1,1,1);
+	
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.bind();
+	}
+	LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+
+	if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+	{
+		LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+		gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
+	
+		// Draw the tracking overlays
+		LLTracker::render3D();
+		
+		// Show the property lines
+		LLWorld::getInstance()->renderPropertyLines();
+		LLViewerParcelMgr::getInstance()->render();
+		LLViewerParcelMgr::getInstance()->renderParcelCollision();
+	
+		// Render name tags.
+		LLHUDObject::renderAll();
+	}
+	else if (gForceRenderLandFence)
+	{
+		// This is only set when not rendering the UI, for parcel snapshots
+		LLViewerParcelMgr::getInstance()->render();
+	}
+	else if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+	{
+		LLHUDText::renderAllHUD();
+	}
+
+	if (LLGLSLShader::sNoFixedFunction)
+	{
+		gUIProgram.unbind();
+	}
+	gGL.flush();
+}
+
+void LLPipeline::renderHighlights()
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_RENDER_HL);
+
+	assertInitialized();
+
+	// Draw 3D UI elements here (before we clear the Z buffer in POOL_HUD)
+	// Render highlighted faces.
+	LLGLSPipelineAlpha gls_pipeline_alpha;
+	LLColor4 color(1.f, 1.f, 1.f, 0.5f);
+	LLGLEnable color_mat(GL_COLOR_MATERIAL);
+	disableLights();
+
+	if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD) && !mHighlightSet.empty())
+	{ //draw blurry highlight image over screen
+		LLGLEnable blend(GL_BLEND);
+		LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+		LLGLDisable test(GL_ALPHA_TEST);
+
+		LLGLEnable stencil(GL_STENCIL_TEST);
+		gGL.flush();
+		glStencilMask(0xFFFFFFFF);
+		glClearStencil(1);
+		glClear(GL_STENCIL_BUFFER_BIT);
+
+		glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
+		glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+				
+		gGL.setColorMask(false, false);
+		for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); ++iter)
+		{
+			renderHighlight(iter->mItem->getVObj(), 1.f);
+		}
+		gGL.setColorMask(true, false);
+
+		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+		glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
+		
+		//gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+
+		gGL.pushMatrix();
+		glLoadIdentity();
+		glMatrixMode(GL_PROJECTION);
+		gGL.pushMatrix();
+		glLoadIdentity();
+
+		gGL.getTexUnit(0)->bind(&mHighlight);
+
+		LLVector2 tc1;
+		LLVector2 tc2;
+
+		tc1.setVec(0,0);
+		tc2.setVec(2,2);
+
+		gGL.begin(LLRender::TRIANGLES);
+				
+		F32 scale = gSavedSettings.getF32("RenderHighlightBrightness");
+		LLColor4 color = gSavedSettings.getColor4("RenderHighlightColor");
+		F32 thickness = gSavedSettings.getF32("RenderHighlightThickness");
+
+		for (S32 pass = 0; pass < 2; ++pass)
+		{
+			if (pass == 0)
+			{
+				gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+			}
+			else
+			{
+				gGL.setSceneBlendType(LLRender::BT_ALPHA);
+			}
+
+			for (S32 i = 0; i < 8; ++i)
+			{
+				for (S32 j = 0; j < 8; ++j)
+				{
+					LLVector2 tc(i-4+0.5f, j-4+0.5f);
+
+					F32 dist = 1.f-(tc.length()/sqrtf(32.f));
+					dist *= scale/64.f;
+
+					tc *= thickness;
+					tc.mV[0] = (tc.mV[0])/mHighlight.getWidth();
+					tc.mV[1] = (tc.mV[1])/mHighlight.getHeight();
+
+					gGL.color4f(color.mV[0],
+								color.mV[1],
+								color.mV[2],
+								color.mV[3]*dist);
+					
+					gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc2.mV[1]);
+					gGL.vertex2f(-1,3);
+					
+					gGL.texCoord2f(tc.mV[0]+tc1.mV[0], tc.mV[1]+tc1.mV[1]);
+					gGL.vertex2f(-1,-1);
+					
+					gGL.texCoord2f(tc.mV[0]+tc2.mV[0], tc.mV[1]+tc1.mV[1]);
+					gGL.vertex2f(3,-1);
+				}
+			}
+		}
+
+		gGL.end();
+
+		gGL.popMatrix();
+		glMatrixMode(GL_MODELVIEW);
+		gGL.popMatrix();
+		
+		//gGL.setSceneBlendType(LLRender::BT_ALPHA);
+	}
+
+	if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+	{
+		gHighlightProgram.bind();
+		gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,1,1,0.5f);
+	}
+	
+	if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
+	{
+		// Make sure the selection image gets downloaded and decoded
+		if (!mFaceSelectImagep)
+		{
+			mFaceSelectImagep = LLViewerTextureManager::getFetchedTexture(IMG_FACE_SELECT);
+		}
+		mFaceSelectImagep->addTextureStats((F32)MAX_IMAGE_AREA);
+
+		U32 count = mSelectedFaces.size();
+		for (U32 i = 0; i < count; i++)
+		{
+			LLFace *facep = mSelectedFaces[i];
+			if (!facep || facep->getDrawable()->isDead())
+			{
+				llerrs << "Bad face on selection" << llendl;
+				return;
+			}
+			
+			facep->renderSelected(mFaceSelectImagep, color);
+		}
+	}
+
+	if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED))
+	{
+		// Paint 'em red!
+		color.setVec(1.f, 0.f, 0.f, 0.5f);
+		if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+		{
+			gHighlightProgram.vertexAttrib4f(LLViewerShaderMgr::MATERIAL_COLOR,1,0,0,0.5f);
+		}
+		int count = mHighlightFaces.size();
+		for (S32 i = 0; i < count; i++)
+		{
+			LLFace* facep = mHighlightFaces[i];
+			facep->renderSelected(LLViewerTexture::sNullImagep, color);
+		}
+	}
+
+	// Contains a list of the faces of objects that are physical or
+	// have touch-handlers.
+	mHighlightFaces.clear();
+
+	if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
+	{
+		gHighlightProgram.unbind();
+	}
+}
+
+//debug use
+U32 LLPipeline::sCurRenderPoolType = 0 ;
+
+void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_RENDER_GEOM);
+	LLFastTimer t(FTM_RENDER_GEOMETRY);
+
+	assertInitialized();
+
+	F64 saved_modelview[16];
+	F64 saved_projection[16];
+
+	//HACK: preserve/restore matrices around HUD render
+	if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+	{
+		for (U32 i = 0; i < 16; i++)
+		{
+			saved_modelview[i] = gGLModelView[i];
+			saved_projection[i] = gGLProjection[i];
+		}
+	}
+
+	S32 stack_depth = 0;
+
+	if (gDebugGL)
+	{
+		glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &stack_depth);
+	}
+
+	///////////////////////////////////////////
+	//
+	// Sync and verify GL state
+	//
+	//
+
+	stop_glerror();
+
+	LLVertexBuffer::unbind();
+
+	// Do verification of GL state
+	LLGLState::checkStates();
+	LLGLState::checkTextureChannels();
+	LLGLState::checkClientArrays();
+	if (mRenderDebugMask & RENDER_DEBUG_VERIFY)
+	{
+		if (!verify())
+		{
+			llerrs << "Pipeline verification failed!" << llendl;
+		}
+	}
+
+	LLAppViewer::instance()->pingMainloopTimeout("Pipeline:ForceVBO");
+	//Render navmesh geometry
+	{
+		if ( LLPathingLib::getInstance() ) 
+		{	
+			//prep#
+			glClearColor(0,0,0,0);
+			glEnable(GL_TEXTURE_2D);                        // Enable Texture Mapping
+			glShadeModel(GL_SMOOTH);                        // Enable Smooth Shading
+			glClearColor(0.0f, 0.0f, 0.0f, 0.5f);                   // Black Background
+			glClearDepth(1.0f);                         // Depth Buffer Setup
+			glEnable(GL_DEPTH_TEST);                        // Enables Depth Testing
+			glDepthFunc(GL_LEQUAL);                         
+			GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };     
+			glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
+			
+			bool exclusiveDraw = false;
+			if ( LLPathingLib::getInstance()->getRenderNavMeshState() )
+			{
+				LLPathingLib::getInstance()->renderNavMesh();
+				exclusiveDraw = true;
+			}
+			if ( LLPathingLib::getInstance()->getRenderShapeState() )
+			{
+				LLPathingLib::getInstance()->renderNavMeshShapesVBO();
+				exclusiveDraw = true;
+			}
+
+			if ( exclusiveDraw ) { return; }
+		}		
+	}	
+
+	// Initialize lots of GL state to "safe" values
+	glMatrixMode(GL_TEXTURE);
+	glLoadIdentity();
+	glMatrixMode(GL_MODELVIEW);
+	
+	LLGLSPipeline gls_pipeline;
+	LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+	LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
+				
+	// Toggle backface culling for debugging
+	LLGLEnable cull_face(mBackfaceCull ? GL_CULL_FACE : 0);
+	// Set fog
+	BOOL use_fog = hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG);
+	LLGLEnable fog_enable(use_fog &&
+						  !gPipeline.canUseWindLightShadersOnObjects() ? GL_FOG : 0);
+	gSky.updateFog(camera.getFar());
+	if (!use_fog)
+	{
+		sUnderWaterRender = FALSE;
+	}
+
+	gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sDefaultImagep);
+	LLViewerFetchedTexture::sDefaultImagep->setAddressMode(LLTexUnit::TAM_WRAP);
+	
+		
+	//////////////////////////////////////////////
+	//
+	// Actually render all of the geometry
+	//
+	//	
+	stop_glerror();
+
+	LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPools");
+
+	for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+	{
+		LLDrawPool *poolp = *iter;
+		if (hasRenderType(poolp->getType()))
+		{
+			poolp->prerender();
+		}
+	}
+
+	{
+		LLFastTimer t(FTM_POOLS);
+		
+		// HACK: don't calculate local lights if we're rendering the HUD!
+		//    Removing this check will cause bad flickering when there are 
+		//    HUD elements being rendered AND the user is in flycam mode  -nyx
+		if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+		{
+			calcNearbyLights(camera);
+			setupHWLights(NULL);
+		}
+
+		BOOL occlude = sUseOcclusion > 1;
+		U32 cur_type = 0;
+
+		pool_set_t::iterator iter1 = mPools.begin();
+		while ( iter1 != mPools.end() )
+		{
+			LLDrawPool *poolp = *iter1;
+			
+			cur_type = poolp->getType();
+
+			//debug use
+			sCurRenderPoolType = cur_type ;
+
+			if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
+			{
+				occlude = FALSE;
+				gGLLastMatrix = NULL;
+				glLoadMatrixd(gGLModelView);
+				LLGLSLShader::bindNoShader();
+				doOcclusion(camera);
+			}
+
+			pool_set_t::iterator iter2 = iter1;
+			if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0)
+			{
+				LLFastTimer t(FTM_POOLRENDER);
+
+				gGLLastMatrix = NULL;
+				glLoadMatrixd(gGLModelView);
+			
+				for( S32 i = 0; i < poolp->getNumPasses(); i++ )
+				{
+					LLVertexBuffer::unbind();
+					poolp->beginRenderPass(i);
+					for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+					{
+						LLDrawPool *p = *iter2;
+						if (p->getType() != cur_type)
+						{
+							break;
+						}
+						
+						p->render(i);
+					}
+					poolp->endRenderPass(i);
+					LLVertexBuffer::unbind();
+					if (gDebugGL)
+					{
+						check_stack_depth(stack_depth);
+						std::string msg = llformat("pass %d", i);
+						LLGLState::checkStates(msg);
+						//LLGLState::checkTextureChannels(msg);
+						//LLGLState::checkClientArrays(msg);
+					}
+				}
+			}
+			else
+			{
+				// Skip all pools of this type
+				for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+				{
+					LLDrawPool *p = *iter2;
+					if (p->getType() != cur_type)
+					{
+						break;
+					}
+				}
+			}
+			iter1 = iter2;
+			stop_glerror();
+		}
+		
+		LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPoolsEnd");
+
+		LLVertexBuffer::unbind();
+			
+		gGLLastMatrix = NULL;
+		glLoadMatrixd(gGLModelView);
+
+		if (occlude)
+		{
+			occlude = FALSE;
+			gGLLastMatrix = NULL;
+			glLoadMatrixd(gGLModelView);
+			LLGLSLShader::bindNoShader();
+			doOcclusion(camera);
+		}
+	}
+
+	LLVertexBuffer::unbind();
+	LLGLState::checkStates();
+
+	if (!LLPipeline::sImpostorRender)
+	{
+		LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights");
+
+		if (!sReflectionRender)
+		{
+			renderHighlights();
+		}
+
+		// Contains a list of the faces of objects that are physical or
+		// have touch-handlers.
+		mHighlightFaces.clear();
+
+		LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug");
+	
+		renderDebug();
+
+		LLVertexBuffer::unbind();
+			
+		if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred)
+		{
+			if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+			{
+				// Render debugging beacons.
+				gObjectList.renderObjectBeacons();
+				gObjectList.resetObjectBeacons();
+			}
+			else
+			{
+				// Make sure particle effects disappear
+				LLHUDObject::renderAllForTimer();
+			}
+		}
+		else
+		{
+			// Make sure particle effects disappear
+			LLHUDObject::renderAllForTimer();
+		}
+
+		LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd");
+
+		//HACK: preserve/restore matrices around HUD render
+		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+		{
+			for (U32 i = 0; i < 16; i++)
+			{
+				gGLModelView[i] = saved_modelview[i];
+				gGLProjection[i] = saved_projection[i];
+			}
+		}
+	}
+
+	LLVertexBuffer::unbind();
+
+	LLGLState::checkStates();
+//	LLGLState::checkTextureChannels();
+//	LLGLState::checkClientArrays();
+}
+
+void LLPipeline::renderGeomDeferred(LLCamera& camera)
+{
+	LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred");
+
+	LLMemType mt_rgd(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_DEFFERRED);
+	LLFastTimer t(FTM_RENDER_GEOMETRY);
+
+	LLFastTimer t2(FTM_POOLS);
+
+	LLGLEnable cull(GL_CULL_FACE);
+
+	LLGLEnable stencil(GL_STENCIL_TEST);
+	glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
+	stop_glerror();
+	glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+	stop_glerror();
+
+	for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+	{
+		LLDrawPool *poolp = *iter;
+		if (hasRenderType(poolp->getType()))
+		{
+			poolp->prerender();
+		}
+	}
+
+	LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+	LLVertexBuffer::unbind();
+
+	LLGLState::checkStates();
+	LLGLState::checkTextureChannels();
+	LLGLState::checkClientArrays();
+
+	U32 cur_type = 0;
+
+	gGL.setColorMask(true, true);
+	
+	pool_set_t::iterator iter1 = mPools.begin();
+
+	while ( iter1 != mPools.end() )
+	{
+		LLDrawPool *poolp = *iter1;
+		
+		cur_type = poolp->getType();
+
+		pool_set_t::iterator iter2 = iter1;
+		if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
+		{
+			LLFastTimer t(FTM_POOLRENDER);
+
+			gGLLastMatrix = NULL;
+			glLoadMatrixd(gGLModelView);
+		
+			for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
+			{
+				LLVertexBuffer::unbind();
+				poolp->beginDeferredPass(i);
+				for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+				{
+					LLDrawPool *p = *iter2;
+					if (p->getType() != cur_type)
+					{
+						break;
+					}
+										
+					p->renderDeferred(i);
+				}
+				poolp->endDeferredPass(i);
+				LLVertexBuffer::unbind();
+
+				if (gDebugGL || gDebugPipeline)
+				{
+					GLint depth;
+					glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
+					if (depth > 3)
+					{
+						llerrs << "GL matrix stack corrupted!" << llendl;
+					}
+					LLGLState::checkStates();
+				}
+			}
+		}
+		else
+		{
+			// Skip all pools of this type
+			for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+			{
+				LLDrawPool *p = *iter2;
+				if (p->getType() != cur_type)
+				{
+					break;
+				}
+			}
+		}
+		iter1 = iter2;
+		stop_glerror();
+	}
+
+	gGLLastMatrix = NULL;
+	glLoadMatrixd(gGLModelView);
+
+	gGL.setColorMask(true, false);
+}
+
+void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
+{
+	LLMemType mt_rgpd(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_POST_DEF);
+	LLFastTimer t(FTM_POOLS);
+	U32 cur_type = 0;
+
+	LLGLEnable cull(GL_CULL_FACE);
+
+	LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+	calcNearbyLights(camera);
+	setupHWLights(NULL);
+
+	gGL.setColorMask(true, false);
+
+	pool_set_t::iterator iter1 = mPools.begin();
+	BOOL occlude = LLPipeline::sUseOcclusion > 1;
+
+	while ( iter1 != mPools.end() )
+	{
+		LLDrawPool *poolp = *iter1;
+		
+		cur_type = poolp->getType();
+
+		if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
+		{
+			occlude = FALSE;
+			gGLLastMatrix = NULL;
+			glLoadMatrixd(gGLModelView);
+			LLGLSLShader::bindNoShader();
+			doOcclusion(camera);
+			gGL.setColorMask(true, false);
+		}
+
+		pool_set_t::iterator iter2 = iter1;
+		if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
+		{
+			LLFastTimer t(FTM_POOLRENDER);
+
+			gGLLastMatrix = NULL;
+			glLoadMatrixd(gGLModelView);
+		
+			for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
+			{
+				LLVertexBuffer::unbind();
+				poolp->beginPostDeferredPass(i);
+				for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+				{
+					LLDrawPool *p = *iter2;
+					if (p->getType() != cur_type)
+					{
+						break;
+					}
+										
+					p->renderPostDeferred(i);
+				}
+				poolp->endPostDeferredPass(i);
+				LLVertexBuffer::unbind();
+
+				if (gDebugGL || gDebugPipeline)
+				{
+					GLint depth;
+					glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
+					if (depth > 3)
+					{
+						llerrs << "GL matrix stack corrupted!" << llendl;
+					}
+					LLGLState::checkStates();
+				}
+			}
+		}
+		else
+		{
+			// Skip all pools of this type
+			for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+			{
+				LLDrawPool *p = *iter2;
+				if (p->getType() != cur_type)
+				{
+					break;
+				}
+			}
+		}
+		iter1 = iter2;
+		stop_glerror();
+	}
+
+	gGLLastMatrix = NULL;
+	glLoadMatrixd(gGLModelView);
+
+	if (occlude)
+	{
+		occlude = FALSE;
+		gGLLastMatrix = NULL;
+		glLoadMatrixd(gGLModelView);
+		LLGLSLShader::bindNoShader();
+		doOcclusion(camera);
+		gGLLastMatrix = NULL;
+		glLoadMatrixd(gGLModelView);
+	}
+}
+
+void LLPipeline::renderGeomShadow(LLCamera& camera)
+{
+	LLMemType mt_rgs(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_SHADOW);
+	U32 cur_type = 0;
+	
+	LLGLEnable cull(GL_CULL_FACE);
+
+	LLVertexBuffer::unbind();
+
+	pool_set_t::iterator iter1 = mPools.begin();
+	
+	while ( iter1 != mPools.end() )
+	{
+		LLDrawPool *poolp = *iter1;
+		
+		cur_type = poolp->getType();
+
+		pool_set_t::iterator iter2 = iter1;
+		if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
+		{
+			gGLLastMatrix = NULL;
+			glLoadMatrixd(gGLModelView);
+		
+			for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
+			{
+				LLVertexBuffer::unbind();
+				poolp->beginShadowPass(i);
+				for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+				{
+					LLDrawPool *p = *iter2;
+					if (p->getType() != cur_type)
+					{
+						break;
+					}
+										
+					p->renderShadow(i);
+				}
+				poolp->endShadowPass(i);
+				LLVertexBuffer::unbind();
+
+				LLGLState::checkStates();
+			}
+		}
+		else
+		{
+			// Skip all pools of this type
+			for (iter2 = iter1; iter2 != mPools.end(); iter2++)
+			{
+				LLDrawPool *p = *iter2;
+				if (p->getType() != cur_type)
+				{
+					break;
+				}
+			}
+		}
+		iter1 = iter2;
+		stop_glerror();
+	}
+
+	gGLLastMatrix = NULL;
+	glLoadMatrixd(gGLModelView);
+}
+
+
+void LLPipeline::addTrianglesDrawn(S32 index_count, U32 render_type)
+{
+	assertInitialized();
+	S32 count = 0;
+	if (render_type == LLRender::TRIANGLE_STRIP)
+	{
+		count = index_count-2;
+	}
+	else
+	{
+		count = index_count/3;
+	}
+
+	mTrianglesDrawn += count;
+	mBatchCount++;
+	mMaxBatchSize = llmax(mMaxBatchSize, count);
+	mMinBatchSize = llmin(mMinBatchSize, count);
+
+	if (LLPipeline::sRenderFrameTest)
+	{
+		gViewerWindow->getWindow()->swapBuffers();
+		ms_sleep(16);
+	}
+}
+
+void LLPipeline::renderPhysicsDisplay()
+{
+	if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
+	{
+		return;
+	}
+
+	allocatePhysicsBuffer();
+
+	gGL.flush();
+	mPhysicsDisplay.bindTarget();
+	glClearColor(0,0,0,1);
+	gGL.setColorMask(true, true);
+	mPhysicsDisplay.clear();
+	glClearColor(0,0,0,0);
+
+	gGL.setColorMask(true, false);
+
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+		{
+			LLSpatialPartition* part = region->getSpatialPartition(i);
+			if (part)
+			{
+				if (hasRenderType(part->mDrawableType))
+				{
+					part->renderPhysicsShapes();
+				}
+			}
+		}
+	}
+
+	for (LLCullResult::bridge_list_t::const_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
+	{
+		LLSpatialBridge* bridge = *i;
+		if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
+		{
+			glPushMatrix();
+			glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+			bridge->renderPhysicsShapes();
+			glPopMatrix();
+		}
+	}
+
+
+	gGL.flush();
+	mPhysicsDisplay.flush();
+}
+
+
+void LLPipeline::renderDebug()
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE);
+
+	assertInitialized();
+
+	gGL.color4f(1,1,1,1);
+
+	gGLLastMatrix = NULL;
+	glLoadMatrixd(gGLModelView);
+	gGL.setColorMask(true, false);
+
+	bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
+
+	if (!hud_only && !mDebugBlips.empty())
+	{ //render debug blips
+		glPointSize(8.f);
+		LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
+
+		gGL.begin(LLRender::POINTS);
+		for (std::list<DebugBlip>::iterator iter = mDebugBlips.begin(); iter != mDebugBlips.end(); )
+		{
+			DebugBlip& blip = *iter;
+
+			blip.mAge += gFrameIntervalSeconds;
+			if (blip.mAge > 2.f)
+			{
+				mDebugBlips.erase(iter++);
+			}
+			else
+			{
+				iter++;
+			}
+
+			blip.mPosition.mV[2] += gFrameIntervalSeconds*2.f;
+
+			gGL.color4fv(blip.mColor.mV);
+			gGL.vertex3fv(blip.mPosition.mV);
+		}
+		gGL.end();
+		gGL.flush();
+		glPointSize(1.f);
+	}
+
+
+	// Debug stuff.
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+		{
+			LLSpatialPartition* part = region->getSpatialPartition(i);
+			if (part)
+			{
+				if ( hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES) ||
+					 !hud_only && hasRenderType(part->mDrawableType) )
+				{
+					part->renderDebug();
+				}
+			}
+		}
+	}
+
+	for (LLCullResult::bridge_list_t::const_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
+	{
+		LLSpatialBridge* bridge = *i;
+		if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
+		{
+			glPushMatrix();
+			glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+			bridge->renderDebug();
+			glPopMatrix();
+		}
+	}
+
+	if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+	{
+		LLVertexBuffer::unbind();
+
+		LLGLEnable blend(GL_BLEND);
+		LLGLDepthTest depth(TRUE, FALSE);
+		LLGLDisable cull(GL_CULL_FACE);
+
+		gGL.color4f(1,1,1,1);
+		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+				
+		F32 a = 0.1f;
+
+		F32 col[] =
+		{
+			1,0,0,a,
+			0,1,0,a,
+			0,0,1,a,
+			1,0,1,a,
+			
+			1,1,0,a,
+			0,1,1,a,
+			1,1,1,a,
+			1,0,1,a,
+		};
+
+		for (U32 i = 0; i < 8; i++)
+		{
+			LLVector3* frust = mShadowCamera[i].mAgentFrustum;
+
+			if (i > 3)
+			{ //render shadow frusta as volumes
+				if (mShadowFrustPoints[i-4].empty())
+			{
+					continue;
+				}
+
+				gGL.color4fv(col+(i-4)*4);	
+			
+				gGL.begin(LLRender::TRIANGLE_STRIP);
+				gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
+				gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
+				gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
+				gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
+				gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
+				gGL.end();
+				
+				
+				gGL.begin(LLRender::TRIANGLE_STRIP);
+				gGL.vertex3fv(frust[0].mV);
+				gGL.vertex3fv(frust[1].mV);
+				gGL.vertex3fv(frust[3].mV);
+				gGL.vertex3fv(frust[2].mV);
+				gGL.end();
+				
+				gGL.begin(LLRender::TRIANGLE_STRIP);
+				gGL.vertex3fv(frust[4].mV);
+				gGL.vertex3fv(frust[5].mV);
+				gGL.vertex3fv(frust[7].mV);
+				gGL.vertex3fv(frust[6].mV);
+				gGL.end();		
+			}
+
+	
+			if (i < 4)
+			{
+				
+				//if (i == 0 || !mShadowFrustPoints[i].empty())
+				{
+					//render visible point cloud
+					gGL.flush();
+					glPointSize(8.f);
+					gGL.begin(LLRender::POINTS);
+					
+					F32* c = col+i*4;
+					gGL.color3fv(c);
+
+					for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j)
+						{
+							gGL.vertex3fv(mShadowFrustPoints[i][j].mV);
+						
+						}
+					gGL.end();
+
+					gGL.flush();
+					glPointSize(1.f);
+
+					LLVector3* ext = mShadowExtents[i]; 
+					LLVector3 pos = (ext[0]+ext[1])*0.5f;
+					LLVector3 size = (ext[1]-ext[0])*0.5f;
+					drawBoxOutline(pos, size);
+
+					//render camera frustum splits as outlines
+					gGL.begin(LLRender::LINES);
+					gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV);
+					gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV);
+					gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV);
+					gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV);
+					gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV);
+					gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV);
+					gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV);
+					gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV);
+					gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
+					gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
+					gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
+					gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
+					gGL.end();
+				}
+			}
+
+			/*gGL.flush();
+			glLineWidth(16-i*2);
+			for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+					iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+			{
+				LLViewerRegion* region = *iter;
+				for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
+				{
+					LLSpatialPartition* part = region->getSpatialPartition(j);
+					if (part)
+					{
+						if (hasRenderType(part->mDrawableType))
+						{
+							part->renderIntersectingBBoxes(&mShadowCamera[i]);
+						}
+					}
+				}
+			}
+			gGL.flush();
+			glLineWidth(1.f);*/
+		}
+	}
+
+	if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION)
+	{
+		// Debug composition layers
+		F32 x, y;
+
+		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+		if (gAgent.getRegion())
+		{
+			gGL.begin(LLRender::POINTS);
+			// Draw the composition layer for the region that I'm in.
+			for (x = 0; x <= 260; x++)
+			{
+				for (y = 0; y <= 260; y++)
+				{
+					if ((x > 255) || (y > 255))
+					{
+						gGL.color4f(1.f, 0.f, 0.f, 1.f);
+					}
+					else
+					{
+						gGL.color4f(0.f, 0.f, 1.f, 1.f);
+					}
+					F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y);
+					z *= 5.f;
+					z += 50.f;
+					gGL.vertex3f(x, y, z);
+				}
+			}
+			gGL.end();
+		}
+	}
+
+	if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE)
+	{
+		U32 count = 0;
+		U32 size = mGroupQ2.size();
+		LLColor4 col;
+
+		LLVertexBuffer::unbind();
+		LLGLEnable blend(GL_BLEND);
+		gGL.setSceneBlendType(LLRender::BT_ALPHA);
+		LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+		gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
+		
+		gGL.pushMatrix();
+		glLoadMatrixd(gGLModelView);
+		gGLLastMatrix = NULL;
+
+		for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
+		{
+			LLSpatialGroup* group = *iter;
+			if (group->isDead())
+			{
+				continue;
+			}
+
+			LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
+
+			if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead()))
+			{
+				continue;
+			}
+
+			if (bridge)
+			{
+				gGL.pushMatrix();
+				glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
+			}
+
+			F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f);
+
+			
+			LLVector2 c(1.f-alpha, alpha);
+			c.normVec();
+
+			
+			++count;
+			col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.5f);
+			group->drawObjectBox(col);
+
+			if (bridge)
+			{
+				gGL.popMatrix();
+			}
+		}
+
+		gGL.popMatrix();
+	}
+
+	gGL.flush();
+
+	gPipeline.renderPhysicsDisplay();
+}
+
+void LLPipeline::rebuildPools()
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_REBUILD_POOLS);
+
+	assertInitialized();
+
+	S32 max_count = mPools.size();
+	pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool);
+	while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS)
+	{
+		if (iter1 == mPools.end())
+		{
+			iter1 = mPools.begin();
+		}
+		LLDrawPool* poolp = *iter1;
+
+		if (poolp->isDead())
+		{
+			mPools.erase(iter1++);
+			removeFromQuickLookup( poolp );
+			if (poolp == mLastRebuildPool)
+			{
+				mLastRebuildPool = NULL;
+			}
+			delete poolp;
+		}
+		else
+		{
+			mLastRebuildPool = poolp;
+			iter1++;
+		}
+		max_count--;
+	}
+
+	if (isAgentAvatarValid())
+	{
+		gAgentAvatarp->rebuildHUD();
+	}
+}
+
+void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
+{
+	LLMemType mt(LLMemType::MTYPE_PIPELINE_QUICK_LOOKUP);
+
+	assertInitialized();
+
+	switch( new_poolp->getType() )
+	{
+	case LLDrawPool::POOL_SIMPLE:
+		if (mSimplePool)
+		{
+			llassert(0);
+			llwarns << "Ignoring duplicate simple pool." << llendl;
+		}
+		else
+		{
+			mSimplePool = (LLRenderPass*) new_poolp;
+		}
+		break;
+
+	case LLDrawPool::POOL_GRASS:
+		if (mGrassPool)
+		{
+			llassert(0);
+			llwarns << "Ignoring duplicate grass pool." << llendl;
+		}
+		else
+		{
+			mGrassPool = (LLRenderPass*) new_poolp;
+		}
+		break;
+
+	case LLDrawPool::POOL_FULLBRIGHT:
+		if (mFullbrightPool)
+		{
+			llassert(0);
+			llwarns << "Ignoring duplicate simple pool." << llendl;
+		}
+		else
+		{
+			mFullbrightPool = (LLRenderPass*) new_poolp;
+		}
+		break;
+
+	case LLDrawPool::POOL_INVISIBLE:
+		if (mInvisiblePool)
+		{
+			llassert(0);
+			llwarns << "Ignoring duplicate simple pool." << llendl;
+		}
+		else
+		{
+			mInvisiblePool = (LLRenderPass*) new_poolp;
+		}
+		break;
+
+	case LLDrawPool::POOL_GLOW:
+		if (mGlowPool)
+		{
+			llassert(0);
+			llwarns << "Ignoring duplicate glow pool." << llendl;
+		}
+		else
+		{
+			mGlowPool = (LLRenderPass*) new_poolp;
+		}
+		break;
+
+	case LLDrawPool::POOL_TREE:
+		mTreePools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
+		break;
+ 
+	case LLDrawPool::POOL_TERRAIN:
+		mTerrainPools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
+		break;
+
+	case LLDrawPool::POOL_BUMP:
+		if (mBumpPool)
+		{
+			llassert(0);
+			llwarns << "Ignoring duplicate bump pool." << llendl;
+		}
+		else
+		{
+			mBumpPool = new_poolp;
+		}
+		break;
+
+	case LLDrawPool::POOL_ALPHA:
+		if( mAlphaPool )
+		{
+			llassert(0);
+			llwarns << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << llendl;
+		}
+		else
+		{
+			mAlphaPool = new_poolp;
+		}
+		break;
+
+	case LLDrawPool::POOL_AVATAR:
+		break; // Do nothing
+
+	case LLDrawPool::POOL_SKY:
+		if( mSkyPool )
+		{
+			llassert(0);
+			llwarns << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << llendl;
+		}
+		else
+		{
+			mSkyPool = new_poolp;
+		}
+		break;
+	
+	case LLDrawPool::POOL_WATER:
+		if( mWaterPool )
+		{
+			llassert(0);
+			llwarns << "LLPipeline::addPool(): Ignoring duplicate Water pool" << llendl;
+		}
+		else
+		{
+			mWaterPool = new_poolp;
+		}
+		break;
+
+	case LLDrawPool::POOL_GROUND:
+		if( mGroundPool )
+		{
+			llassert(0);
+			llwarns << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << llendl;
+		}
+		else
+		{ 
+			mGroundPool = new_poolp;
+		}
+		break;
+
+	case LLDrawPool::POOL_WL_SKY:
+		if( mWLSkyPool )
+		{
+			llassert(0);
+			llwarns << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << llendl;
+		}
+		else
+		{ 
+			mWLSkyPool = new_poolp;
+		}
+		break;
+
+	default:
+		llassert(0);
+		llwarns << "Invalid Pool Type in  LLPipeline::addPool()" << llendl;
+		break;
+	}
+}
+
+void LLPipeline::removePool( LLDrawPool* poolp )
+{
+	assertInitialized();
+	removeFromQuickLookup(poolp);
+	mPools.erase(poolp);
+	delete poolp;
+}
+
+void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
+{
+	assertInitialized();
+	LLMemType mt(LLMemType::MTYPE_PIPELINE);
+	switch( poolp->getType() )
+	{
+	case LLDrawPool::POOL_SIMPLE:
+		llassert(mSimplePool == poolp);
+		mSimplePool = NULL;
+		break;
+
+	case LLDrawPool::POOL_GRASS:
+		llassert(mGrassPool == poolp);
+		mGrassPool = NULL;
+		break;
+
+	case LLDrawPool::POOL_FULLBRIGHT:
+		llassert(mFullbrightPool == poolp);
+		mFullbrightPool = NULL;
+		break;
+
+	case LLDrawPool::POOL_INVISIBLE:
+		llassert(mInvisiblePool == poolp);
+		mInvisiblePool = NULL;
+		break;
+
+	case LLDrawPool::POOL_WL_SKY:
+		llassert(mWLSkyPool == poolp);
+		mWLSkyPool = NULL;
+		break;
+
+	case LLDrawPool::POOL_GLOW:
+		llassert(mGlowPool == poolp);
+		mGlowPool = NULL;
+		break;
+
+	case LLDrawPool::POOL_TREE:
+		#ifdef _DEBUG
+			{
+				BOOL found = mTreePools.erase( (uintptr_t)poolp->getTexture() );
+				llassert( found );
+			}
+		#else
+			mTreePools.erase( (uintptr_t)poolp->getTexture() );
+		#endif
+		break;
+
+	case LLDrawPool::POOL_TERRAIN:
+		#ifdef _DEBUG
+			{
+				BOOL found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
+				llassert( found );
+			}
+		#else
+			mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
+		#endif
+		break;
+
+	case LLDrawPool::POOL_BUMP:
+		llassert( poolp == mBumpPool );
+		mBumpPool = NULL;
+		break;
+	
+	case LLDrawPool::POOL_ALPHA:
+		llassert( poolp == mAlphaPool );
+		mAlphaPool = NULL;
+		break;
+
+	case LLDrawPool::POOL_AVATAR:
+		break; // Do nothing
+
+	case LLDrawPool::POOL_SKY:
+		llassert( poolp == mSkyPool );
+		mSkyPool = NULL;
+		break;
+
+	case LLDrawPool::POOL_WATER:
+		llassert( poolp == mWaterPool );
+		mWaterPool = NULL;
+		break;
+
+	case LLDrawPool::POOL_GROUND:
+		llassert( poolp == mGroundPool );
+		mGroundPool = NULL;
+		break;
+
+	default:
+		llassert(0);
+		llwarns << "Invalid Pool Type in  LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << llendl;
+		break;
+	}
+}
+
+void LLPipeline::resetDrawOrders()
+{
+	assertInitialized();
+	// Iterate through all of the draw pools and rebuild them.
+	for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+	{
+		LLDrawPool *poolp = *iter;
+		poolp->resetDrawOrders();
+	}
+}
+
+//============================================================================
+// Once-per-frame setup of hardware lights,
+// including sun/moon, avatar backlight, and up to 6 local lights
+
+void LLPipeline::setupAvatarLights(BOOL for_edit)
+{
+	assertInitialized();
+
+	if (for_edit)
+	{
+		LLColor4 diffuse(1.f, 1.f, 1.f, 0.f);
+		LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f);  // w==0 => directional light
+		LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
+		LLMatrix4 camera_rot(camera_mat.getMat3());
+		camera_rot.invert();
+		LLVector4 light_pos = light_pos_cam * camera_rot;
+		
+		light_pos.normalize();
+
+		LLLightState* light = gGL.getLight(1);
+
+		mHWLightColors[1] = diffuse;
+
+		light->setDiffuse(diffuse);
+		light->setAmbient(LLColor4::black);
+		light->setSpecular(LLColor4::black);
+		light->setPosition(light_pos);
+		light->setConstantAttenuation(1.f);
+		light->setLinearAttenuation(0.f);
+		light->setQuadraticAttenuation(0.f);
+		light->setSpotExponent(0.f);
+		light->setSpotCutoff(180.f);
+	}
+	else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
+	{
+		LLVector3 opposite_pos = -1.f * mSunDir;
+		LLVector3 orthog_light_pos = mSunDir % LLVector3::z_axis;
+		LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
+		backlight_pos.normalize();
+			
+		LLColor4 light_diffuse = mSunDiffuse;
+		LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);
+		F32 max_component = 0.001f;
+		for (S32 i = 0; i < 3; i++)
+		{
+			if (backlight_diffuse.mV[i] > max_component)
+			{
+				max_component = backlight_diffuse.mV[i];
+			}
+		}
+		F32 backlight_mag;
+		if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
+		{
+			backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
+		}
+		else
+		{
+			backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT;
+		}
+		backlight_diffuse *= backlight_mag / max_component;
+
+		mHWLightColors[1] = backlight_diffuse;
+
+		LLLightState* light = gGL.getLight(1);
+
+		light->setPosition(backlight_pos);
+		light->setDiffuse(backlight_diffuse);
+		light->setAmbient(LLColor4::black);
+		light->setSpecular(LLColor4::black);
+		light->setConstantAttenuation(1.f);
+		light->setLinearAttenuation(0.f);
+		light->setQuadraticAttenuation(0.f);
+		light->setSpotExponent(0.f);
+		light->setSpotCutoff(180.f);
+	}
+	else
+	{
+		LLLightState* light = gGL.getLight(1);
+
+		mHWLightColors[1] = LLColor4::black;
+
+		light->setDiffuse(LLColor4::black);
+		light->setAmbient(LLColor4::black);
+		light->setSpecular(LLColor4::black);
+	}
+}
+
+static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist)
+{
+	F32 inten = light->getLightIntensity();
+	if (inten < .001f)
+	{
+		return max_dist;
+	}
+	F32 radius = light->getLightRadius();
+	BOOL selected = light->isSelected();
+	LLVector3 dpos = light->getRenderPosition() - cam_pos;
+	F32 dist2 = dpos.lengthSquared();
+	if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
+	{
+		return max_dist;
+	}
+	F32 dist = (F32) sqrt(dist2);
+	dist *= 1.f / inten;
+	dist -= radius;
+	if (selected)
+	{
+		dist -= 10000.f; // selected lights get highest priority
+	}
+	if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
+	{
+		// moving lights get a little higher priority (too much causes artifacts)
+		dist -= light->getLightRadius()*0.25f;
+	}
+	return dist;
+}
+
+void LLPipeline::calcNearbyLights(LLCamera& camera)
+{
+	assertInitialized();
+
+	if (LLPipeline::sReflectionRender)
+	{
+		return;
+	}
+
+	if (mLightingDetail >= 1)
+	{
+		// mNearbyLight (and all light_set_t's) are sorted such that
+		// begin() == the closest light and rbegin() == the farthest light
+		const S32 MAX_LOCAL_LIGHTS = 6;
+// 		LLVector3 cam_pos = gAgent.getCameraPositionAgent();
+		LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ?
+						camera.getOrigin() : 
+						gAgent.getPositionAgent();
+
+		F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad
+		
+		// UPDATE THE EXISTING NEARBY LIGHTS
+		light_set_t cur_nearby_lights;
+		for (light_set_t::iterator iter = mNearbyLights.begin();
+			iter != mNearbyLights.end(); iter++)
+		{
+			const Light* light = &(*iter);
+			LLDrawable* drawable = light->drawable;
+			LLVOVolume* volight = drawable->getVOVolume();
+			if (!volight || !drawable->isState(LLDrawable::LIGHT))
+			{
+				drawable->clearState(LLDrawable::NEARBY_LIGHT);
+				continue;
+			}
+			if (light->fade <= -LIGHT_FADE_TIME)
+			{
+				drawable->clearState(LLDrawable::NEARBY_LIGHT);
+				continue;
+			}
+			if (!sRenderAttachedLights && volight && volight->isAttachment())
+			{
+				drawable->clearState(LLDrawable::NEARBY_LIGHT);
+				continue;
+			}
+
+			F32 dist = calc_light_dist(volight, cam_pos, max_dist);
+			cur_nearby_lights.insert(Light(drawable, dist, light->fade));
+		}
+		mNearbyLights = cur_nearby_lights;
+				
+		// FIND NEW LIGHTS THAT ARE IN RANGE
+		light_set_t new_nearby_lights;
+		for (LLDrawable::drawable_set_t::iterator iter = mLights.begin();
+			 iter != mLights.end(); ++iter)
+		{
+			LLDrawable* drawable = *iter;
+			LLVOVolume* light = drawable->getVOVolume();
+			if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT))
+			{
+				continue;
+			}
+			if (light->isHUDAttachment())
+			{
+				continue; // no lighting from HUD objects
+			}
+			F32 dist = calc_light_dist(light, cam_pos, max_dist);
+			if (dist >= max_dist)
+			{
+				continue;
+			}
+			if (!sRenderAttachedLights && light && light->isAttachment())
+			{
+				continue;
+			}
+			new_nearby_lights.insert(Light(drawable, dist, 0.f));
+			if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
+			{
+				new_nearby_lights.erase(--new_nearby_lights.end());
+				const Light& last = *new_nearby_lights.rbegin();
+				max_dist = last.dist;
+			}
+		}
+
+		// INSERT ANY NEW LIGHTS
+		for (light_set_t::iterator iter = new_nearby_lights.begin();
+			 iter != new_nearby_lights.end(); iter++)
+		{
+			const Light* light = &(*iter);
+			if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
+			{
+				mNearbyLights.insert(*light);
+				((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT);
+			}
+			else
+			{
+				// crazy cast so that we can overwrite the fade value
+				// even though gcc enforces sets as const
+				// (fade value doesn't affect sort so this is safe)
+				Light* farthest_light = ((Light*) (&(*(mNearbyLights.rbegin()))));
+				if (light->dist < farthest_light->dist)
+				{
+					if (farthest_light->fade >= 0.f)
+					{
+						farthest_light->fade = -gFrameIntervalSeconds;
+					}
+				}
+				else
+				{
+					break; // none of the other lights are closer
+				}
+			}
+		}
+		
+	}
+}
+
+void LLPipeline::setupHWLights(LLDrawPool* pool)
+{
+	assertInitialized();
+
+	// Ambient
+	LLColor4 ambient = gSky.getTotalAmbientColor();
+	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+
+	// Light 0 = Sun or Moon (All objects)
+	{
+		if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
+		{
+			mSunDir.setVec(gSky.getSunDirection());
+			mSunDiffuse.setVec(gSky.getSunDiffuseColor());
+		}
+		else
+		{
+			mSunDir.setVec(gSky.getMoonDirection());
+			mSunDiffuse.setVec(gSky.getMoonDiffuseColor());
+		}
+
+		F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]);
+		if (max_color > 1.f)
+		{
+			mSunDiffuse *= 1.f/max_color;
+		}
+		mSunDiffuse.clamp();
+
+		LLVector4 light_pos(mSunDir, 0.0f);
+		LLColor4 light_diffuse = mSunDiffuse;
+		mHWLightColors[0] = light_diffuse;
+
+		LLLightState* light = gGL.getLight(0);
+		light->setPosition(light_pos);
+		light->setDiffuse(light_diffuse);
+		light->setAmbient(LLColor4::black);
+		light->setSpecular(LLColor4::black);
+		light->setConstantAttenuation(1.f);
+		light->setLinearAttenuation(0.f);
+		light->setQuadraticAttenuation(0.f);
+		light->setSpotExponent(0.f);
+		light->setSpotCutoff(180.f);
+	}
+	
+	// Light 1 = Backlight (for avatars)
+	// (set by enableLightsAvatar)
+	
+	S32 cur_light = 2;
+	
+	// Nearby lights = LIGHT 2-7
+
+	mLightMovingMask = 0;
+	
+	if (mLightingDetail >= 1)
+	{
+		for (light_set_t::iterator iter = mNearbyLights.begin();
+			 iter != mNearbyLights.end(); ++iter)
+		{
+			LLDrawable* drawable = iter->drawable;
+			LLVOVolume* light = drawable->getVOVolume();
+			if (!light)
+			{
+				continue;
+			}
+			if (drawable->isState(LLDrawable::ACTIVE))
+			{
+				mLightMovingMask |= (1<<cur_light);
+			}
+			
+			LLColor4  light_color = light->getLightColor();
+			light_color.mV[3] = 0.0f;
+
+			F32 fade = iter->fade;
+			if (fade < LIGHT_FADE_TIME)
+			{
+				// fade in/out light
+				if (fade >= 0.f)
+				{
+					fade = fade / LIGHT_FADE_TIME;
+					((Light*) (&(*iter)))->fade += gFrameIntervalSeconds;
+				}
+				else
+				{
+					fade = 1.f + fade / LIGHT_FADE_TIME;
+					((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds;
+				}
+				fade = llclamp(fade,0.f,1.f);
+				light_color *= fade;
+			}
+
+			LLVector3 light_pos(light->getRenderPosition());
+			LLVector4 light_pos_gl(light_pos, 1.0f);
+	
+			F32 light_radius = llmax(light->getLightRadius(), 0.001f);
+
+			F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic?  probably trying to match a historic behavior.
+			float linatten = x / (light_radius); // % of brightness at radius
+
+			mHWLightColors[cur_light] = light_color;
+			LLLightState* light_state = gGL.getLight(cur_light);
+			
+			light_state->setPosition(light_pos_gl);
+			light_state->setDiffuse(light_color);
+			light_state->setAmbient(LLColor4::black);
+			light_state->setConstantAttenuation(0.f);
+			if (sRenderDeferred)
+			{
+				light_state->setLinearAttenuation(light_radius*1.5f);
+				light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
+			}
+			else
+			{
+				light_state->setLinearAttenuation(linatten);
+				light_state->setQuadraticAttenuation(0.f);
+			}
+			
+			if (light->isLightSpotlight() // directional (spot-)light
+			    && (LLPipeline::sRenderDeferred || gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"))) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
+			{
+				LLVector3 spotparams = light->getSpotLightParams();
+				LLQuaternion quat = light->getRenderRotation();
+				LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction
+				at_axis *= quat;
+
+				light_state->setSpotDirection(at_axis);
+				light_state->setSpotCutoff(90.f);
+				light_state->setSpotExponent(2.f);
+	
+				light_state->setSpecular(LLColor4::black);
+			}
+			else // omnidirectional (point) light
+			{
+				light_state->setSpotExponent(0.f);
+				light_state->setSpotCutoff(180.f);
+				
+				// we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
+				const LLColor4 specular(0.f, 0.f, 0.f, 1.f);
+				light_state->setSpecular(specular);				
+			}
+			cur_light++;
+			if (cur_light >= 8)
+			{
+				break; // safety
+			}
+		}
+	}
+	for ( ; cur_light < 8 ; cur_light++)
+	{
+		mHWLightColors[cur_light] = LLColor4::black;
+		LLLightState* light = gGL.getLight(cur_light);
+
+		light->setDiffuse(LLColor4::black);
+		light->setAmbient(LLColor4::black);
+		light->setSpecular(LLColor4::black);
+	}
+	if (gAgentAvatarp &&
+		gAgentAvatarp->mSpecialRenderMode == 3)
+	{
+		LLColor4  light_color = LLColor4::white;
+		light_color.mV[3] = 0.0f;
+
+		LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
+		LLVector4 light_pos_gl(light_pos, 1.0f);
+
+		F32 light_radius = 16.f;
+
+			F32 x = 3.f;
+		float linatten = x / (light_radius); // % of brightness at radius
+
+		mHWLightColors[2] = light_color;
+		LLLightState* light = gGL.getLight(2);
+
+		light->setPosition(light_pos_gl);
+		light->setDiffuse(light_color);
+		light->setAmbient(LLColor4::black);
+		light->setSpecular(LLColor4::black);
+		light->setQuadraticAttenuation(0.f);
+		light->setConstantAttenuation(0.f);
+		light->setLinearAttenuation(linatten);
+		light->setSpotExponent(0.f);
+		light->setSpotCutoff(180.f);
+	}
+
+	// Init GL state
+	glDisable(GL_LIGHTING);
+	for (S32 i = 0; i < 8; ++i)
+	{
+		gGL.getLight(i)->disable();
+	}
+	mLightMask = 0;
+}
+
+void LLPipeline::enableLights(U32 mask)
+{
+	assertInitialized();
+
+	if (mLightingDetail == 0)
+	{
+		mask &= 0xf003; // sun and backlight only (and fullbright bit)
+	}
+	if (mLightMask != mask)
+	{
+		stop_glerror();
+		if (!mLightMask)
+		{
+			glEnable(GL_LIGHTING);
+		}
+		if (mask)
+		{
+			stop_glerror();
+			for (S32 i=0; i<8; i++)
+			{
+				LLLightState* light = gGL.getLight(i);
+				if (mask & (1<<i))
+				{
+					light->enable();
+					light->setDiffuse(mHWLightColors[i]);
+				}
+				else
+				{
+					light->disable();
+					light->setDiffuse(LLColor4::black);
+				}
+			}
+			stop_glerror();
+		}
+		else
+		{
+			glDisable(GL_LIGHTING);
+		}
+		stop_glerror();
+		mLightMask = mask;
+		LLColor4 ambient = gSky.getTotalAmbientColor();
+		glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+		stop_glerror();
+	}
+}
+
+void LLPipeline::enableLightsStatic()
+{
+	assertInitialized();
+	U32 mask = 0x01; // Sun
+	if (mLightingDetail >= 2)
+	{
+		mask |= mLightMovingMask; // Hardware moving lights
+	}
+	else
+	{
+		mask |= 0xff & (~2); // Hardware local lights
+	}
+	enableLights(mask);
+}
+
+void LLPipeline::enableLightsDynamic()
+{
+	assertInitialized();
+	U32 mask = 0xff & (~2); // Local lights
+	enableLights(mask);
+	
+	if (isAgentAvatarValid() && getLightingDetail() <= 0)
+	{
+		if (gAgentAvatarp->mSpecialRenderMode == 0) // normal
+		{
+			gPipeline.enableLightsAvatar();
+		}
+		else if (gAgentAvatarp->mSpecialRenderMode >= 1)  // anim preview
+		{
+			gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f));
+		}
+	}
+}
+
+void LLPipeline::enableLightsAvatar()
+{
+	U32 mask = 0xff; // All lights
+	setupAvatarLights(FALSE);
+	enableLights(mask);
+}
+
+void LLPipeline::enableLightsPreview()
+{
+	disableLights();
+
+	glEnable(GL_LIGHTING);
+	LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor");
+	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
+
+
+	LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
+	LLColor4 specular0 = gSavedSettings.getColor4("PreviewSpecular0");
+	LLColor4 diffuse1 = gSavedSettings.getColor4("PreviewDiffuse1");
+	LLColor4 specular1 = gSavedSettings.getColor4("PreviewSpecular1");
+	LLColor4 diffuse2 = gSavedSettings.getColor4("PreviewDiffuse2");
+	LLColor4 specular2 = gSavedSettings.getColor4("PreviewSpecular2");
+
+	LLVector3 dir0 = gSavedSettings.getVector3("PreviewDirection0");
+	LLVector3 dir1 = gSavedSettings.getVector3("PreviewDirection1");
+	LLVector3 dir2 = gSavedSettings.getVector3("PreviewDirection2");
+
+	dir0.normVec();
+	dir1.normVec();
+	dir2.normVec();
+	
+	LLVector4 light_pos(dir0, 0.0f);
+
+	LLLightState* light = gGL.getLight(0);
+
+	light->enable();
+	light->setPosition(light_pos);
+	light->setDiffuse(diffuse0);
+	light->setAmbient(LLColor4::black);
+	light->setSpecular(specular0);
+	light->setSpotExponent(0.f);
+	light->setSpotCutoff(180.f);
+
+	light_pos = LLVector4(dir1, 0.f);
+
+	light = gGL.getLight(1);
+	light->enable();
+	light->setPosition(light_pos);
+	light->setDiffuse(diffuse1);
+	light->setAmbient(LLColor4::black);
+	light->setSpecular(specular1);
+	light->setSpotExponent(0.f);
+	light->setSpotCutoff(180.f);
+
+	light_pos = LLVector4(dir2, 0.f);
+	light = gGL.getLight(2);
+	light->enable();
+	light->setPosition(light_pos);
+	light->setDiffuse(diffuse2);
+	light->setAmbient(LLColor4::black);
+	light->setSpecular(specular2);
+	light->setSpotExponent(0.f);
+	light->setSpotCutoff(180.f);
+}
+
+
+void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
+{
+	U32 mask = 0x2002; // Avatar backlight only, set ambient
+	setupAvatarLights(TRUE);
+	enableLights(mask);
+
+	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
+}
+
+void LLPipeline::enableLightsFullbright(const LLColor4& color)
+{
+	assertInitialized();
+	U32 mask = 0x1000; // Non-0 mask, set ambient
+	enableLights(mask);
+
+	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
+}
+
+void LLPipeline::disableLights()
+{
+	enableLights(0); // no lighting (full bright)
+}
+
+//============================================================================
+
+class LLMenuItemGL;
+class LLInvFVBridge;
+struct cat_folder_pair;
+class LLVOBranch;
+class LLVOLeaf;
+
+void LLPipeline::findReferences(LLDrawable *drawablep)
+{
+	assertInitialized();
+	if (mLights.find(drawablep) != mLights.end())
+	{
+		llinfos << "In mLights" << llendl;
+	}
+	if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end())
+	{
+		llinfos << "In mMovedList" << llendl;
+	}
+	if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end())
+	{
+		llinfos << "In mShiftList" << llendl;
+	}
+	if (mRetexturedList.find(drawablep) != mRetexturedList.end())
+	{
+		llinfos << "In mRetexturedList" << llendl;
+	}
+	
+	if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end())
+	{
+		llinfos << "In mBuildQ1" << llendl;
+	}
+	if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end())
+	{
+		llinfos << "In mBuildQ2" << llendl;
+	}
+
+	S32 count;
+	
+	count = gObjectList.findReferences(drawablep);
+	if (count)
+	{
+		llinfos << "In other drawables: " << count << " references" << llendl;
+	}
+}
+
+BOOL LLPipeline::verify()
+{
+	BOOL ok = assertInitialized();
+	if (ok) 
+	{
+		for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
+		{
+			LLDrawPool *poolp = *iter;
+			if (!poolp->verify())
+			{
+				ok = FALSE;
+			}
+		}
+	}
+
+	if (!ok)
+	{
+		llwarns << "Pipeline verify failed!" << llendl;
+	}
+	return ok;
+}
+
+//////////////////////////////
+//
+// Collision detection
+//
+//
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ *	A method to compute a ray-AABB intersection.
+ *	Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990
+ *	Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
+ *	Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only)
+ *
+ *	Hence this version is faster as well as more robust than the original one.
+ *
+ *	Should work provided:
+ *	1) the integer representation of 0.0f is 0x00000000
+ *	2) the sign bit of the float is the most significant one
+ *
+ *	Report bugs: p.terdiman@codercorner.com
+ *
+ *	\param		aabb		[in] the axis-aligned bounding box
+ *	\param		origin		[in] ray origin
+ *	\param		dir			[in] ray direction
+ *	\param		coord		[out] impact coordinates
+ *	\return		true if ray intersects AABB
+ */
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//#define RAYAABB_EPSILON 0.00001f
+#define IR(x)	((U32&)x)
+
+bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon)
+{
+	BOOL Inside = TRUE;
+	LLVector3 MinB = center - size;
+	LLVector3 MaxB = center + size;
+	LLVector3 MaxT;
+	MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f;
+
+	// Find candidate planes.
+	for(U32 i=0;i<3;i++)
+	{
+		if(origin.mV[i] < MinB.mV[i])
+		{
+			coord.mV[i]	= MinB.mV[i];
+			Inside		= FALSE;
+
+			// Calculate T distances to candidate planes
+			if(IR(dir.mV[i]))	MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i];
+		}
+		else if(origin.mV[i] > MaxB.mV[i])
+		{
+			coord.mV[i]	= MaxB.mV[i];
+			Inside		= FALSE;
+
+			// Calculate T distances to candidate planes
+			if(IR(dir.mV[i]))	MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i];
+		}
+	}
+
+	// Ray origin inside bounding box
+	if(Inside)
+	{
+		coord = origin;
+		return true;
+	}
+
+	// Get largest of the maxT's for final choice of intersection
+	U32 WhichPlane = 0;
+	if(MaxT.mV[1] > MaxT.mV[WhichPlane])	WhichPlane = 1;
+	if(MaxT.mV[2] > MaxT.mV[WhichPlane])	WhichPlane = 2;
+
+	// Check final candidate actually inside box
+	if(IR(MaxT.mV[WhichPlane])&0x80000000) return false;
+
+	for(U32 i=0;i<3;i++)
+	{
+		if(i!=WhichPlane)
+		{
+			coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i];
+			if (epsilon > 0)
+			{
+				if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon)	return false;
+			}
+			else
+			{
+				if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i])	return false;
+			}
+		}
+	}
+	return true;	// ray hits box
+}
+
+//////////////////////////////
+//
+// Macros, functions, and inline methods from other classes
+//
+//
+
+void LLPipeline::setLight(LLDrawable *drawablep, BOOL is_light)
+{
+	if (drawablep && assertInitialized())
+	{
+		if (is_light)
+		{
+			mLights.insert(drawablep);
+			drawablep->setState(LLDrawable::LIGHT);
+		}
+		else
+		{
+			drawablep->clearState(LLDrawable::LIGHT);
+			mLights.erase(drawablep);
+		}
+	}
+}
+
+//static
+void LLPipeline::toggleRenderType(U32 type)
+{
+	gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type];
+	if (type == LLPipeline::RENDER_TYPE_WATER)
+	{
+		gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER];
+	}
+}
+
+//static
+void LLPipeline::toggleRenderTypeControl(void* data)
+{
+	U32 type = (U32)(intptr_t)data;
+	U32 bit = (1<<type);
+	if (gPipeline.hasRenderType(type))
+	{
+		llinfos << "Toggling render type mask " << std::hex << bit << " off" << std::dec << llendl;
+	}
+	else
+	{
+		llinfos << "Toggling render type mask " << std::hex << bit << " on" << std::dec << llendl;
+	}
+	gPipeline.toggleRenderType(type);
+}
+
+//static
+BOOL LLPipeline::hasRenderTypeControl(void* data)
+{
+	U32 type = (U32)(intptr_t)data;
+	return gPipeline.hasRenderType(type);
+}
+
+// Allows UI items labeled "Hide foo" instead of "Show foo"
+//static
+BOOL LLPipeline::toggleRenderTypeControlNegated(void* data)
+{
+	S32 type = (S32)(intptr_t)data;
+	return !gPipeline.hasRenderType(type);
+}
+
+//static
+void LLPipeline::toggleRenderDebug(void* data)
+{
+	U32 bit = (U32)(intptr_t)data;
+	if (gPipeline.hasRenderDebugMask(bit))
+	{
+		llinfos << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << llendl;
+	}
+	else
+	{
+		llinfos << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << llendl;
+	}
+	gPipeline.mRenderDebugMask ^= bit;
+}
+
+
+//static
+BOOL LLPipeline::toggleRenderDebugControl(void* data)
+{
+	U32 bit = (U32)(intptr_t)data;
+	return gPipeline.hasRenderDebugMask(bit);
+}
+
+//static
+void LLPipeline::toggleRenderDebugFeature(void* data)
+{
+	U32 bit = (U32)(intptr_t)data;
+	gPipeline.mRenderDebugFeatureMask ^= bit;
+}
+
+
+//static
+BOOL LLPipeline::toggleRenderDebugFeatureControl(void* data)
+{
+	U32 bit = (U32)(intptr_t)data;
+	return gPipeline.hasRenderDebugFeatureMask(bit);
+}
+
+void LLPipeline::setRenderDebugFeatureControl(U32 bit, bool value)
+{
+	if (value)
+	{
+		gPipeline.mRenderDebugFeatureMask |= bit;
+	}
+	else
+	{
+		gPipeline.mRenderDebugFeatureMask &= !bit;
+	}
+}
+
+// static
+void LLPipeline::setRenderScriptedBeacons(BOOL val)
+{
+	sRenderScriptedBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderScriptedBeacons(void*)
+{
+	sRenderScriptedBeacons = !sRenderScriptedBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderScriptedBeacons(void*)
+{
+	return sRenderScriptedBeacons;
+}
+
+// static
+void LLPipeline::setRenderScriptedTouchBeacons(BOOL val)
+{
+	sRenderScriptedTouchBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderScriptedTouchBeacons(void*)
+{
+	sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderScriptedTouchBeacons(void*)
+{
+	return sRenderScriptedTouchBeacons;
+}
+
+// static
+void LLPipeline::setRenderMOAPBeacons(BOOL val)
+{
+	sRenderMOAPBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderMOAPBeacons(void*)
+{
+	sRenderMOAPBeacons = !sRenderMOAPBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderMOAPBeacons(void*)
+{
+	return sRenderMOAPBeacons;
+}
+
+// static
+void LLPipeline::setRenderPhysicalBeacons(BOOL val)
+{
+	sRenderPhysicalBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderPhysicalBeacons(void*)
+{
+	sRenderPhysicalBeacons = !sRenderPhysicalBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderPhysicalBeacons(void*)
+{
+	return sRenderPhysicalBeacons;
+}
+
+// static
+void LLPipeline::setRenderParticleBeacons(BOOL val)
+{
+	sRenderParticleBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderParticleBeacons(void*)
+{
+	sRenderParticleBeacons = !sRenderParticleBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderParticleBeacons(void*)
+{
+	return sRenderParticleBeacons;
+}
+
+// static
+void LLPipeline::setRenderSoundBeacons(BOOL val)
+{
+	sRenderSoundBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderSoundBeacons(void*)
+{
+	sRenderSoundBeacons = !sRenderSoundBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderSoundBeacons(void*)
+{
+	return sRenderSoundBeacons;
+}
+
+// static
+void LLPipeline::setRenderBeacons(BOOL val)
+{
+	sRenderBeacons = val;
+}
+
+// static
+void LLPipeline::toggleRenderBeacons(void*)
+{
+	sRenderBeacons = !sRenderBeacons;
+}
+
+// static
+BOOL LLPipeline::getRenderBeacons(void*)
+{
+	return sRenderBeacons;
+}
+
+// static
+void LLPipeline::setRenderHighlights(BOOL val)
+{
+	sRenderHighlight = val;
+}
+
+// static
+void LLPipeline::toggleRenderHighlights(void*)
+{
+	sRenderHighlight = !sRenderHighlight;
+}
+
+// static
+BOOL LLPipeline::getRenderHighlights(void*)
+{
+	return sRenderHighlight;
+}
+
+LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end,
+														BOOL pick_transparent,												
+														S32* face_hit,
+														LLVector3* intersection,         // return the intersection point
+														LLVector2* tex_coord,            // return the texture coordinates of the intersection point
+														LLVector3* normal,               // return the surface normal at the intersection point
+														LLVector3* bi_normal             // return the surface bi-normal at the intersection point
+	)
+{
+	LLDrawable* drawable = NULL;
+
+	LLVector3 local_end = end;
+
+	LLVector3 position;
+
+	sPickAvatar = FALSE; //LLToolMgr::getInstance()->inBuildMode() ? FALSE : TRUE;
+	
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+
+		for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
+		{
+			if ((j == LLViewerRegion::PARTITION_VOLUME) || 
+				(j == LLViewerRegion::PARTITION_BRIDGE) || 
+				(j == LLViewerRegion::PARTITION_TERRAIN) ||
+				(j == LLViewerRegion::PARTITION_TREE) ||
+				(j == LLViewerRegion::PARTITION_GRASS))  // only check these partitions for now
+			{
+				LLSpatialPartition* part = region->getSpatialPartition(j);
+				if (part && hasRenderType(part->mDrawableType))
+				{
+					LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, bi_normal);
+					if (hit)
+					{
+						drawable = hit;
+						local_end = position;						
+					}
+				}
+			}
+		}
+	}
+	
+	if (!sPickAvatar)
+	{
+		//save hit info in case we need to restore
+		//due to attachment override
+		LLVector3 local_normal;
+		LLVector3 local_binormal;
+		LLVector2 local_texcoord;
+		S32 local_face_hit = -1;
+
+		if (face_hit)
+		{ 
+			local_face_hit = *face_hit;
+		}
+		if (tex_coord)
+		{
+			local_texcoord = *tex_coord;
+		}
+		if (bi_normal)
+		{
+			local_binormal = *bi_normal;
+		}
+		if (normal)
+		{
+			local_normal = *normal;
+		}
+				
+		const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f;
+
+		//check against avatars
+		sPickAvatar = TRUE;
+		for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+				iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+		{
+			LLViewerRegion* region = *iter;
+
+			LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
+			if (part && hasRenderType(part->mDrawableType))
+			{
+				LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, bi_normal);
+				if (hit)
+				{
+					if (!drawable || 
+						!drawable->getVObj()->isAttachment() ||
+						(position-local_end).magVec() > ATTACHMENT_OVERRIDE_DIST)
+					{ //avatar overrides if previously hit drawable is not an attachment or 
+					  //attachment is far enough away from detected intersection
+						drawable = hit;
+						local_end = position;						
+					}
+					else
+					{ //prioritize attachments over avatars
+						position = local_end;
+
+						if (face_hit)
+						{
+							*face_hit = local_face_hit;
+						}
+						if (tex_coord)
+						{
+							*tex_coord = local_texcoord;
+						}
+						if (bi_normal)
+						{
+							*bi_normal = local_binormal;
+						}
+						if (normal)
+						{
+							*normal = local_normal;
+						}
+					}
+				}
+			}
+		}
+	}
+
+	//check all avatar nametags (silly, isn't it?)
+	for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin();
+		iter != LLCharacter::sInstances.end();
+		++iter)
+	{
+		LLVOAvatar* av = (LLVOAvatar*) *iter;
+		if (av->mNameText.notNull()
+			&& av->mNameText->lineSegmentIntersect(start, local_end, position))
+		{
+			drawable = av->mDrawable;
+			local_end = position;
+		}
+	}
+
+	if (intersection)
+	{
+		*intersection = position;
+	}
+
+	return drawable ? drawable->getVObj().get() : NULL;
+}
+
+LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector3& start, const LLVector3& end,
+													  BOOL pick_transparent,													
+													  S32* face_hit,
+													  LLVector3* intersection,         // return the intersection point
+													  LLVector2* tex_coord,            // return the texture coordinates of the intersection point
+													  LLVector3* normal,               // return the surface normal at the intersection point
+													  LLVector3* bi_normal             // return the surface bi-normal at the intersection point
+	)
+{
+	LLDrawable* drawable = NULL;
+
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+
+		BOOL toggle = FALSE;
+		if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+		{
+			toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+			toggle = TRUE;
+		}
+
+		LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD);
+		if (part)
+		{
+			LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, face_hit, intersection, tex_coord, normal, bi_normal);
+			if (hit)
+			{
+				drawable = hit;
+			}
+		}
+
+		if (toggle)
+		{
+			toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+		}
+	}
+	return drawable ? drawable->getVObj().get() : NULL;
+}
+
+LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj)
+{
+	if (vobj)
+	{
+		LLViewerRegion* region = vobj->getRegion();
+		if (region)
+		{
+			return region->getSpatialPartition(vobj->getPartitionType());
+		}
+	}
+	return NULL;
+}
+
+void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
+{
+	if (!drawable || drawable->isDead())
+	{
+		return;
+	}
+
+	for (S32 i = 0; i < drawable->getNumFaces(); i++)
+	{
+		LLFace* facep = drawable->getFace(i);
+		facep->clearVertexBuffer();
+	}
+}
+
+void LLPipeline::resetVertexBuffers()
+{	
+	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
+			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
+	{
+		LLViewerRegion* region = *iter;
+		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
+		{
+			LLSpatialPartition* part = region->getSpatialPartition(i);
+			if (part)
+			{
+				part->resetVertexBuffers();
+			}
+		}
+	}
+
+	resetDrawOrders();
+
+	gSky.resetVertexBuffers();
+
+	if (LLVertexBuffer::sGLCount > 0)
+	{
+		LLVertexBuffer::cleanupClass();
+	}
+
+	//delete all name pool caches
+	LLGLNamePool::cleanupPools();
+
+	if (LLVertexBuffer::sGLCount > 0)
+	{
+		llwarns << "VBO wipe failed." << llendl;
+	}
+
+	if (!LLVertexBuffer::sStreamIBOPool.mNameList.empty() ||
+		!LLVertexBuffer::sStreamVBOPool.mNameList.empty() ||
+		!LLVertexBuffer::sDynamicIBOPool.mNameList.empty() ||
+		!LLVertexBuffer::sDynamicVBOPool.mNameList.empty())
+	{
+		llwarns << "VBO name pool cleanup failed." << llendl;
+	}
+
+	LLVertexBuffer::unbind();	
+	
+	sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
+	sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
+	LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
+	LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
+	LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");
+	LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ;
+	sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight");
+	sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha");
+	LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
+}
+
+void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
+{
+	LLMemType mt_ro(LLMemType::MTYPE_PIPELINE_RENDER_OBJECTS);
+	assertInitialized();
+	glLoadMatrixd(gGLModelView);
+	gGLLastMatrix = NULL;
+	mSimplePool->pushBatches(type, mask);
+	glLoadMatrixd(gGLModelView);
+	gGLLastMatrix = NULL;		
+}
+
+void apply_cube_face_rotation(U32 face)
+{
+	switch (face)
+	{
+		case 0: 
+			glRotatef(90.f, 0, 1, 0);
+			glRotatef(180.f, 1, 0, 0);
+		break;
+		case 2: 
+			glRotatef(-90.f, 1, 0, 0);
+		break;
+		case 4:
+			glRotatef(180.f, 0, 1, 0);
+			glRotatef(180.f, 0, 0, 1);
+		break;
+		case 1: 
+			glRotatef(-90.f, 0, 1, 0);
+			glRotatef(180.f, 1, 0, 0);
+		break;
+		case 3:
+			glRotatef(90, 1, 0, 0);
+		break;
+		case 5: 
+			glRotatef(180, 0, 0, 1);
+		break;
+	}
+}
+
+void validate_framebuffer_object()
+{                                                           
+	GLenum status;                                            
+	status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); 
+	switch(status) 
+	{                                          
+		case GL_FRAMEBUFFER_COMPLETE:                       
+			//framebuffer OK, no error.
+			break;
+		case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
+			// frame buffer not OK: probably means unsupported depth buffer format
+			llerrs << "Framebuffer Incomplete Missing Attachment." << llendl;
+			break;
+		case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
+			// frame buffer not OK: probably means unsupported depth buffer format
+			llerrs << "Framebuffer Incomplete Attachment." << llendl;
+			break; 
+		case GL_FRAMEBUFFER_UNSUPPORTED:                    
+			/* choose different formats */                        
+			llerrs << "Framebuffer unsupported." << llendl;
+			break;                                                
+		default:                                                
+			llerrs << "Unknown framebuffer status." << llendl;
+			break;
+	}
+}
+
+void LLPipeline::bindScreenToTexture() 
+{
+	
+}
+
+static LLFastTimer::DeclareTimer FTM_RENDER_BLOOM("Bloom");
+
+void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
+{
+	LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM);
+	if (!(gPipeline.canUseVertexShaders() &&
+		sRenderGlow) ||
+		(!sRenderDeferred && hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)))
+	{
+		return;
+	}
+
+	LLVertexBuffer::unbind();
+	LLGLState::checkStates();
+	LLGLState::checkTextureChannels();
+
+	assertInitialized();
+
+	if (gUseWireframe)
+	{
+		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+	}
+
+	U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
+
+	LLVector2 tc1(0,0);
+	LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
+				  (F32) gViewerWindow->getWorldViewHeightRaw()*2);
+
+	if (res_mod > 1)
+	{
+		tc2 /= (F32) res_mod;
+	}
+
+	LLFastTimer ftm(FTM_RENDER_BLOOM);
+	gGL.color4f(1,1,1,1);
+	LLGLDepthTest depth(GL_FALSE);
+	LLGLDisable blend(GL_BLEND);
+	LLGLDisable cull(GL_CULL_FACE);
+	
+	enableLightsFullbright(LLColor4(1,1,1,1));
+
+	glMatrixMode(GL_PROJECTION);
+	glPushMatrix();
+	glLoadIdentity();
+	glMatrixMode(GL_MODELVIEW);
+	glPushMatrix();
+	glLoadIdentity();
+
+	LLGLDisable test(GL_ALPHA_TEST);
+
+	gGL.setColorMask(true, true);
+	glClearColor(0,0,0,0);
+		
+	{
+		{
+			LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
+			mGlow[2].bindTarget();
+			mGlow[2].clear();
+		}
+		
+		gGlowExtractProgram.bind();
+		F32 minLum = llmax(gSavedSettings.getF32("RenderGlowMinLuminance"), 0.0f);
+		F32 maxAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");		
+		F32 warmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");	
+		LLVector3 lumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
+		LLVector3 warmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
+		gGlowExtractProgram.uniform1f("minLuminance", minLum);
+		gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha);
+		gGlowExtractProgram.uniform3f("lumWeights", lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
+		gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
+		gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount);
+		LLGLEnable blend_on(GL_BLEND);
+		LLGLEnable test(GL_ALPHA_TEST);
+		
+		gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+		
+		mScreen.bindTexture(0, 0);
+		
+		gGL.color4f(1,1,1,1);
+		gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+		gGL.begin(LLRender::TRIANGLE_STRIP);
+		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+		gGL.vertex2f(-1,-1);
+		
+		gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+		gGL.vertex2f(-1,3);
+		
+		gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+		gGL.vertex2f(3,-1);
+		
+		gGL.end();
+		
+		gGL.getTexUnit(0)->unbind(mScreen.getUsage());
+
+		mGlow[2].flush();
+	}
+
+	tc1.setVec(0,0);
+	tc2.setVec(2,2);
+
+	// power of two between 1 and 1024
+	U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow");
+	const U32 glow_res = llmax(1, 
+		llmin(1024, 1 << glowResPow));
+
+	S32 kernel = gSavedSettings.getS32("RenderGlowIterations")*2;
+	F32 delta = gSavedSettings.getF32("RenderGlowWidth") / glow_res;
+	// Use half the glow width if we have the res set to less than 9 so that it looks
+	// almost the same in either case.
+	if (glowResPow < 9)
+	{
+		delta *= 0.5f;
+	}
+	F32 strength = gSavedSettings.getF32("RenderGlowStrength");
+
+	gGlowProgram.bind();
+	gGlowProgram.uniform1f("glowStrength", strength);
+
+	for (S32 i = 0; i < kernel; i++)
+	{
+		{
+			LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
+			mGlow[i%2].bindTarget();
+			mGlow[i%2].clear();
+		}
+			
+		if (i == 0)
+		{
+			gGL.getTexUnit(0)->bind(&mGlow[2]);
+		}
+		else
+		{
+			gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]);
+		}
+
+		if (i%2 == 0)
+		{
+			gGlowProgram.uniform2f("glowDelta", delta, 0);
+		}
+		else
+		{
+			gGlowProgram.uniform2f("glowDelta", 0, delta);
+		}
+
+		gGL.begin(LLRender::TRIANGLE_STRIP);
+		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+		gGL.vertex2f(-1,-1);
+		
+		gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+		gGL.vertex2f(-1,3);
+		
+		gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+		gGL.vertex2f(3,-1);
+		
+		gGL.end();
+		
+		mGlow[i%2].flush();
+	}
+
+	gGlowProgram.unbind();
+
+	if (LLRenderTarget::sUseFBO)
+	{
+		LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
+		glBindFramebuffer(GL_FRAMEBUFFER, 0);
+	}
+
+	gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
+	gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
+	gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
+	gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
+	glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
+
+	tc2.setVec((F32) gViewerWindow->getWorldViewWidthRaw(),
+			(F32) gViewerWindow->getWorldViewHeightRaw());
+
+	gGL.flush();
+	
+	LLVertexBuffer::unbind();
+
+	if (LLPipeline::sRenderDeferred)
+	{
+		bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater();
+
+		LLGLSLShader* shader = &gDeferredPostProgram;
+		if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+		{
+			shader = &gDeferredGIFinalProgram;
+			dof_enabled = false;
+		}
+		else if (!dof_enabled || LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField"))
+		{ //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult
+			shader = &gDeferredPostNoDoFProgram;
+			dof_enabled = false;
+		}
+		
+		
+		LLGLDisable blend(GL_BLEND);
+		bindDeferredShader(*shader);
+
+		if (dof_enabled)
+		{
+			//depth of field focal plane calculations
+
+			static F32 current_distance = 16.f;
+			static F32 start_distance = 16.f;
+			static F32 transition_time = 1.f;
+
+			LLVector3 focus_point;
+
+			LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
+			if (obj && obj->mDrawable && obj->isSelected())
+			{ //focus on selected media object
+				S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
+				if (obj && obj->mDrawable)
+				{
+					LLFace* face = obj->mDrawable->getFace(face_idx);
+					if (face)
+					{
+						focus_point = face->getPositionAgent();
+					}
+				}
+			}
+		
+			if (focus_point.isExactlyZero())
+			{
+				if (LLViewerJoystick::getInstance()->getOverrideCamera())
+				{ //focus on point under cursor
+					focus_point = gDebugRaycastIntersection;
+				}
+				else if (gAgentCamera.cameraMouselook())
+				{ //focus on point under mouselook crosshairs
+					gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE,
+												  NULL,
+												  &focus_point);
+				}
+				else
+				{
+					LLViewerObject* obj = gAgentCamera.getFocusObject();
+					if (obj)
+					{ //focus on alt-zoom target
+						focus_point = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal());
+					}
+					else
+					{ //focus on your avatar
+						focus_point = gAgent.getPositionAgent();
+					}
+				}
+			}
+
+			LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
+			F32 target_distance = 16.f;
+			if (!focus_point.isExactlyZero())
+			{
+				target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye);
+			}
+
+			if (transition_time >= 1.f &&
+				fabsf(current_distance-target_distance)/current_distance > 0.01f)
+			{ //large shift happened, interpolate smoothly to new target distance
+				transition_time = 0.f;
+				start_distance = current_distance;
+			}
+			else if (transition_time < 1.f)
+			{ //currently in a transition, continue interpolating
+				transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds;
+				transition_time = llmin(transition_time, 1.f);
+
+				F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
+				current_distance = start_distance + (target_distance-start_distance)*t;
+			}
+			else
+			{ //small or no change, just snap to target distance
+				current_distance = target_distance;
+			}
+
+			//convert to mm
+			F32 subject_distance = current_distance*1000.f;
+			F32 fnumber = gSavedSettings.getF32("CameraFNumber");
+			F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength");
+
+			F32 fov = LLViewerCamera::getInstance()->getView();
+		
+			const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f;
+			//const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio");
+		
+			//F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
+		
+			F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
+			//F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f);
+
+			F32 focal_length = dv/(2*tanf(fov/2.f));
+		 
+			//F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
+	
+			// from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
+			// where	 N = fnumber
+			//			 s2 = dot distance
+			//			 s1 = subject distance
+			//			 f = focal length
+			//	
+
+			F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
+			blur_constant /= 1000.f; //convert to meters for shader
+			F32 magnification = focal_length/(subject_distance-focal_length);
+
+			shader->uniform1f("focal_distance", -subject_distance/1000.f);
+			shader->uniform1f("blur_constant", blur_constant);
+			shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle));
+			shader->uniform1f("magnification", magnification);
+		}
+
+		S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+		if (channel > -1)
+		{
+			mScreen.bindTexture(0, channel);
+		}
+		//channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
+		//if (channel > -1)
+		//{
+			//gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		//}
+
+		gGL.begin(LLRender::TRIANGLE_STRIP);
+		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+		gGL.vertex2f(-1,-1);
+		
+		gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+		gGL.vertex2f(-1,3);
+		
+		gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+		gGL.vertex2f(3,-1);
+		
+		gGL.end();
+
+		unbindDeferredShader(*shader);
+	}
+	else
+	{
+		if (res_mod > 1)
+		{
+			tc2 /= (F32) res_mod;
+		}
+
+		U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
+		LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
+		buff->allocateBuffer(3,0,TRUE);
+
+		LLStrider<LLVector3> v;
+		LLStrider<LLVector2> uv1;
+		LLStrider<LLVector2> uv2;
+
+		buff->getVertexStrider(v);
+		buff->getTexCoord0Strider(uv1);
+		buff->getTexCoord1Strider(uv2);
+		
+		uv1[0] = LLVector2(0, 0);
+		uv1[1] = LLVector2(0, 2);
+		uv1[2] = LLVector2(2, 0);
+		
+		uv2[0] = LLVector2(0, 0);
+		uv2[1] = LLVector2(0, tc2.mV[1]*2.f);
+		uv2[2] = LLVector2(tc2.mV[0]*2.f, 0);
+		
+		v[0] = LLVector3(-1,-1,0);
+		v[1] = LLVector3(-1,3,0);
+		v[2] = LLVector3(3,-1,0);
+				
+		buff->setBuffer(0);
+
+		LLGLDisable blend(GL_BLEND);
+
+		if (LLGLSLShader::sNoFixedFunction)
+		{
+			gGlowCombineProgram.bind();
+		}
+		else
+		{
+			//tex unit 0
+			gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
+			//tex unit 1
+			gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
+		}
+		
+		gGL.getTexUnit(0)->bind(&mGlow[1]);
+		gGL.getTexUnit(1)->bind(&mScreen);
+		
+		LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+		
+		buff->setBuffer(mask);
+		buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
+		
+		if (LLGLSLShader::sNoFixedFunction)
+		{
+			gGlowCombineProgram.unbind();
+		}
+		else
+		{
+			gGL.getTexUnit(1)->disable();
+			gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
+
+			gGL.getTexUnit(0)->activate();
+			gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+		}
+		
+	}
+
+	if (LLRenderTarget::sUseFBO)
+	{ //copy depth buffer from mScreen to framebuffer
+		LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), 
+			0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+	}
+	
+	gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+	if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
+	{
+		if (LLGLSLShader::sNoFixedFunction)
+		{
+			gUIProgram.bind();
+		}
+
+		gGL.setColorMask(true, false);
+
+		LLVector2 tc1(0,0);
+		LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
+				  (F32) gViewerWindow->getWorldViewHeightRaw()*2);
+
+		LLGLEnable blend(GL_BLEND);
+		gGL.color4f(1,1,1,0.75f);
+
+		gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
+
+		gGL.begin(LLRender::TRIANGLE_STRIP);
+		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
+		gGL.vertex2f(-1,-1);
+		
+		gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
+		gGL.vertex2f(-1,3);
+		
+		gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
+		gGL.vertex2f(3,-1);
+		
+		gGL.end();
+		gGL.flush();
+
+		if (LLGLSLShader::sNoFixedFunction)
+		{
+			gUIProgram.unbind();
+		}
+
+	}
+
+	glMatrixMode(GL_PROJECTION);
+	glPopMatrix();
+	glMatrixMode(GL_MODELVIEW);
+	glPopMatrix();
+
+	LLVertexBuffer::unbind();
+
+	LLGLState::checkStates();
+	LLGLState::checkTextureChannels();
+
+}
+
+static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred");
+
+void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map)
+{
+	LLFastTimer t(FTM_BIND_DEFERRED);
+
+	if (noise_map == 0xFFFFFFFF)
+	{
+		noise_map = mNoiseMap;
+	}
+
+	shader.bind();
+	S32 channel = 0;
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+	if (channel > -1)
+	{
+		mDeferredScreen.bindTexture(0,channel);
+		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+	}
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+	if (channel > -1)
+	{
+		mDeferredScreen.bindTexture(1, channel);
+		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+	}
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+	if (channel > -1)
+	{
+		mDeferredScreen.bindTexture(2, channel);
+		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+	}
+
+	if (gi_source)
+	{
+		BOOL has_gi = FALSE;
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
+		if (channel > -1)
+		{
+			has_gi = TRUE;
+			gi_source->bindTexture(0, channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		}
+		
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
+		if (channel > -1)
+		{
+			has_gi = TRUE;
+			gi_source->bindTexture(1, channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		}
+		
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
+		if (channel > -1)
+		{
+			has_gi = TRUE;
+			gi_source->bindTexture(2, channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		}
+		
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
+		if (channel > -1)
+		{
+			has_gi = TRUE;
+			gi_source->bindTexture(1, channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		}
+		
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
+		if (channel > -1)
+		{
+			has_gi = TRUE;
+			gi_source->bindTexture(3, channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		}
+		
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
+		if (channel > -1)
+		{
+			has_gi = TRUE;
+			last_gi_post->bindTexture(0, channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		}
+		
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
+		if (channel > -1)
+		{
+			has_gi = TRUE;
+			last_gi_post->bindTexture(2, channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		}
+		
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
+		if (channel > -1)
+		{
+			has_gi = TRUE;
+			last_gi_post->bindTexture(1, channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		}
+		
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
+		if (channel > -1)
+		{
+			has_gi = TRUE;
+			last_gi_post->bindTexture(3, channel);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+		}
+		
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
+		if (channel > -1)
+		{
+			has_gi = TRUE;
+			gGL.getTexUnit(channel)->bind(gi_source, TRUE);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+			stop_glerror();
+			
+			glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);		
+			glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);		
+
+			stop_glerror();
+		}
+
+		if (has_gi)
+		{
+			F32 range_x = llmin(mGIRange.mV[0], 1.f);
+			F32 range_y = llmin(mGIRange.mV[1], 1.f);
+
+			LLVector2 scale(range_x,range_y);
+
+			LLVector2 kern[25];
+
+			for (S32 i = 0; i < 5; ++i)
+			{
+				for (S32 j = 0; j < 5; ++j)
+				{
+					S32 idx = i*5+j;
+					kern[idx].mV[0] = (i-2)*0.5f;
+					kern[idx].mV[1] = (j-2)*0.5f;
+					kern[idx].scaleVec(scale);
+				}
+			}
+
+			shader.uniform2fv("gi_kern", 25, (F32*) kern);
+			shader.uniformMatrix4fv("gi_mat", 1, FALSE, mGIMatrix.m);
+			shader.uniformMatrix4fv("gi_mat_proj", 1, FALSE, mGIMatrixProj.m);
+			shader.uniformMatrix4fv("gi_inv_proj", 1, FALSE, mGIInvProj.m);
+			shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);
+		}
+	}
+	stop_glerror();
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
+	if (channel > -1)
+	{
+		gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
+		stop_glerror();
+		
+		//glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);		
+		//glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);		
+
+		stop_glerror();
+
+		glh::matrix4f projection = glh_get_current_projection();
+		glh::matrix4f inv_proj = projection.inverse();
+		
+		shader.uniformMatrix4fv("inv_proj", 1, FALSE, inv_proj.m);
+		shader.uniform4f("viewport", (F32) gGLViewport[0],
+									(F32) gGLViewport[1],
+									(F32) gGLViewport[2],
+									(F32) gGLViewport[3]);
+	}
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
+	if (channel > -1)
+	{
+		gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map);
+		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+	}
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
+	if (channel > -1)
+	{
+		gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
+	}
+
+	stop_glerror();
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage());
+	if (channel > -1)
+	{
+		mDeferredLight[light_index].bindTexture(0, channel);
+		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+	}
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
+	if (channel > -1)
+	{
+		gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
+		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
+	}
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
+	if (channel > -1)
+	{
+		mGlow[1].bindTexture(0, channel);
+	}
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+	if (channel > -1)
+	{
+		gi_source->bindTexture(0, channel);
+		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+	}
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
+	if (channel > -1)
+	{
+		mEdgeMap.bindTexture(0, channel);
+		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+	}
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+	if (channel > -1)
+	{
+		mDeferredLight[1].bindTexture(0, channel);
+		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+	}
+
+	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+	if (channel > -1)
+	{
+		mDeferredLight[2].bindTexture(0, channel);
+		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+	}
+
+
+	stop_glerror();
+
+	for (U32 i = 0; i < 4; i++)
+	{
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE);
+		stop_glerror();
+		if (channel > -1)
+		{
+			stop_glerror();
+			gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+			gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+			stop_glerror();
+			
+			glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
+			glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
+			stop_glerror();
+		}
+	}
+
+	for (U32 i = 4; i < 6; i++)
+	{
+		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i);
+		stop_glerror();
+		if (channel > -1)
+		{
+			stop_glerror();
+			gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
+			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+			gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+			stop_glerror();
+			
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
+			stop_glerror();
+		}
+	}
+
+	stop_glerror();
+
+	F32 mat[16*6];
+	for (U32 i = 0; i < 16; i++)
+	{
+		mat[i] = mSunShadowMatrix[0].m[i];
+		mat[i+16] = mSunShadowMatrix[1].m[i];
+		mat[i+32] = mSunShadowMatrix[2].m[i];
+		mat[i+48] = mSunShadowMatrix[3].m[i];
+		mat[i+64] = mSunShadowMatrix[4].m[i];
+		mat[i+80] = mSunShadowMatrix[5].m[i];
+	}
+
+	shader.uniformMatrix4fv("shadow_matrix[0]", 6, FALSE, mat);
+	shader.uniformMatrix4fv("shadow_matrix", 6, FALSE, mat);
+
+	stop_glerror();
+
+	channel = shader.enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+	if (channel > -1)
+	{
+		LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
+		if (cube_map)
+		{
+			cube_map->enable(channel);
+			cube_map->bind();
+			F64* m = gGLModelView;
+
+			
+			F32 mat[] = { m[0], m[1], m[2],
+						  m[4], m[5], m[6],
+						  m[8], m[9], m[10] };
+		
+			shader.uniform3fv("env_mat[0]", 3, mat);
+			shader.uniform3fv("env_mat", 3, mat);
+		}
+	}
+
+	shader.uniform4fv("shadow_clip", 1, mSunClipPlanes.mV);
+	shader.uniform1f("sun_wash", gSavedSettings.getF32("RenderDeferredSunWash"));
+	shader.uniform1f("shadow_noise", gSavedSettings.getF32("RenderShadowNoise"));
+	shader.uniform1f("blur_size", gSavedSettings.getF32("RenderShadowBlurSize"));
+
+	shader.uniform1f("ssao_radius", gSavedSettings.getF32("RenderSSAOScale"));
+	shader.uniform1f("ssao_max_radius", gSavedSettings.getU32("RenderSSAOMaxScale"));
+
+	F32 ssao_factor = gSavedSettings.getF32("RenderSSAOFactor");
+	shader.uniform1f("ssao_factor", ssao_factor);
+	shader.uniform1f("ssao_factor_inv", 1.0/ssao_factor);
+
+	LLVector3 ssao_effect = gSavedSettings.getVector3("RenderSSAOEffect");
+	F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
+	F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
+	// This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
+	// value factor, and scales remainder by saturation factor
+	F32 ssao_effect_mat[] = {	matrix_diag, matrix_nondiag, matrix_nondiag,
+								matrix_nondiag, matrix_diag, matrix_nondiag,
+								matrix_nondiag, matrix_nondiag, matrix_diag};
+	shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat);
+
+	F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+	F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
+
+	shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+	shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f);
+	shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error);
+	shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error);
+	shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset"));
+	shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias"));	
+
+	shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));
+	shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale"));
+	shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset"));
+	shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail"));
+	shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange"));
+	shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness"));
+	shader.uniform1f("gi_luminance", gSavedSettings.getF32("RenderGILuminance"));
+	shader.uniform1f("gi_edge_weight", gSavedSettings.getF32("RenderGIBlurEdgeWeight"));
+	shader.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
+	shader.uniform1f("gi_sample_width", mGILightRadius);
+	shader.uniform1f("gi_noise", gSavedSettings.getF32("RenderGINoise"));
+	shader.uniform1f("gi_attenuation", gSavedSettings.getF32("RenderGIAttenuation"));
+	shader.uniform1f("gi_ambiance", gSavedSettings.getF32("RenderGIAmbiance"));
+	shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight());
+	shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight());
+	shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff"));
+	shader.uniform1f("norm_cutoff", gSavedSettings.getF32("RenderEdgeNormCutoff"));
+	
+
+	if (shader.getUniformLocation("norm_mat") >= 0)
+	{
+		glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose();
+		shader.uniformMatrix4fv("norm_mat", 1, FALSE, norm_mat.m);
+	}
+}
+
+static LLFastTimer::DeclareTimer FTM_GI_TRACE("Trace");
+static LLFastTimer::DeclareTimer FTM_GI_GATHER("Gather");
+static LLFastTimer::DeclareTimer FTM_SUN_SHADOW("Shadow Map");
+static LLFastTimer::DeclareTimer FTM_SOFTEN_SHADOW("Shadow Soften");
+static LLFastTimer::DeclareTimer FTM_EDGE_DETECTION("Find Edges");
+static LLFastTimer::DeclareTimer FTM_LOCAL_LIGHTS("Local Lights");
+static LLFastTimer::DeclareTimer FTM_ATMOSPHERICS("Atmospherics");
+static LLFastTimer::DeclareTimer FTM_FULLSCREEN_LIGHTS("Fullscreen Lights");
+static LLFastTimer::DeclareTimer FTM_PROJECTORS("Projectors");
+static LLFastTimer::DeclareTimer FTM_POST("Post");
+
+
+void LLPipeline::renderDeferredLighting()
+{
+	if (!sCull)
+	{
+		return;
+	}
+
+	{
+		LLFastTimer ftm(FTM_RENDER_DEFERRED);
+
+		LLViewerCamera* camera = LLViewerCamera::getInstance();
+		{
+			LLGLDepthTest depth(GL_TRUE);
+			mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
+							0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);	
+		}
+
+		LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
+		{
+			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
+		}
+
+		//ati doesn't seem to love actually using the stencil buffer on FBO's
+		LLGLDisable stencil(GL_STENCIL_TEST);
+		//glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
+		//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+		gGL.setColorMask(true, true);
+		
+		//draw a cube around every light
+		LLVertexBuffer::unbind();
+
+		LLGLEnable cull(GL_CULL_FACE);
+		LLGLEnable blend(GL_BLEND);
+
+		glh::matrix4f mat = glh_copy_matrix(gGLModelView);
+
+		F32 vert[] = 
+		{
+			-1,1,
+			-1,-3,
+			3,1,
+		};
+		glVertexPointer(2, GL_FLOAT, 0, vert);
+		glColor3f(1,1,1);
+
+		{
+			setupHWLights(NULL); //to set mSunDir;
+			LLVector4 dir(mSunDir, 0.f);
+			glh::vec4f tc(dir.mV);
+			mat.mult_matrix_vec(tc);
+			glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0);
+		}
+
+		glPushMatrix();
+		glLoadIdentity();
+		glMatrixMode(GL_PROJECTION);
+		glPushMatrix();
+		glLoadIdentity();
+
+		if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0)
+		{
+			mDeferredLight[0].bindTarget();
+			{ //paint shadow/SSAO light map (direct lighting lightmap)
+				LLFastTimer ftm(FTM_SUN_SHADOW);
+				bindDeferredShader(gDeferredSunProgram, 0);
+
+				glClearColor(1,1,1,1);
+				mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
+				glClearColor(0,0,0,0);
+
+				glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
+
+				const U32 slice = 32;
+				F32 offset[slice*3];
+				for (U32 i = 0; i < 4; i++)
+				{
+					for (U32 j = 0; j < 8; j++)
+					{
+						glh::vec3f v;
+						v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
+						v.normalize();
+						inv_trans.mult_matrix_vec(v);
+						v.normalize();
+						offset[(i*8+j)*3+0] = v.v[0];
+						offset[(i*8+j)*3+1] = v.v[2];
+						offset[(i*8+j)*3+2] = v.v[1];
+					}
+				}
+
+				gDeferredSunProgram.uniform3fv("offset", slice, offset);
+				gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
+				
+				{
+					LLGLDisable blend(GL_BLEND);
+					LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+					stop_glerror();
+					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+					stop_glerror();
+				}
+				
+				unbindDeferredShader(gDeferredSunProgram);
+			}
+			mDeferredLight[0].flush();
+		}
+		
+		{ //global illumination specific block (still experimental)
+			if (gSavedSettings.getBOOL("RenderDeferredBlurLight") &&
+			    gSavedSettings.getBOOL("RenderDeferredGI"))
+			{
+				LLFastTimer ftm(FTM_EDGE_DETECTION);
+				//generate edge map
+				LLGLDisable blend(GL_BLEND);
+				LLGLDisable test(GL_ALPHA_TEST);
+				LLGLDepthTest depth(GL_FALSE);
+				LLGLDisable stencil(GL_STENCIL_TEST);
+
+				{
+					gDeferredEdgeProgram.bind();
+					mEdgeMap.bindTarget();
+					bindDeferredShader(gDeferredEdgeProgram);
+					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+					unbindDeferredShader(gDeferredEdgeProgram);
+					mEdgeMap.flush();
+				}
+			}
+
+			if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+			{
+				{ //get luminance map from previous frame's light map
+					LLGLEnable blend(GL_BLEND);
+					LLGLDisable test(GL_ALPHA_TEST);
+					LLGLDepthTest depth(GL_FALSE);
+					LLGLDisable stencil(GL_STENCIL_TEST);
+
+					//static F32 fade = 1.f;
+
+					{
+						gGL.setSceneBlendType(LLRender::BT_ALPHA);
+						gLuminanceGatherProgram.bind();
+						gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
+						mLuminanceMap.bindTarget();
+						bindDeferredShader(gLuminanceGatherProgram);
+						glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+						unbindDeferredShader(gLuminanceGatherProgram);
+						mLuminanceMap.flush();
+						gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
+						gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
+						glGenerateMipmap(GL_TEXTURE_2D);
+					}
+				}
+
+				{ //paint noisy GI map (bounce lighting lightmap)
+					LLFastTimer ftm(FTM_GI_TRACE);
+					LLGLDisable blend(GL_BLEND);
+					LLGLDepthTest depth(GL_FALSE);
+					LLGLDisable test(GL_ALPHA_TEST);
+
+					mGIMapPost[0].bindTarget();
+
+					bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap);
+					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+					unbindDeferredShader(gDeferredGIProgram);
+					mGIMapPost[0].flush();
+				}
+
+				U32 pass_count = 0;
+				if (gSavedSettings.getBOOL("RenderDeferredBlurLight"))
+				{
+					pass_count = llclamp(gSavedSettings.getU32("RenderGIBlurPasses"), (U32) 1, (U32) 128);
+				}
+
+				for (U32 i = 0; i < pass_count; ++i)
+				{ //gather/soften indirect lighting map
+					LLFastTimer ftm(FTM_GI_GATHER);
+					bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap);
+					F32 blur_size = gSavedSettings.getF32("RenderGIBlurSize")/((F32) i * gSavedSettings.getF32("RenderGIBlurIncrement")+1.f);
+					gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f);
+					gDeferredPostGIProgram.uniform1f("kern_scale", blur_size);
+					gDeferredPostGIProgram.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
+				
+					mGIMapPost[1].bindTarget();
+					{
+						LLGLDisable blend(GL_BLEND);
+						LLGLDepthTest depth(GL_FALSE);
+						stop_glerror();
+						glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+						stop_glerror();
+					}
+					
+					mGIMapPost[1].flush();
+					unbindDeferredShader(gDeferredPostGIProgram);
+					bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[1], NULL, mTrueNoiseMap);
+					mGIMapPost[0].bindTarget();
+
+					gDeferredPostGIProgram.uniform2f("delta", 0.f, 1.f);
+
+					{
+						LLGLDisable blend(GL_BLEND);
+						LLGLDepthTest depth(GL_FALSE);
+						stop_glerror();
+						glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+						stop_glerror();
+					}
+					mGIMapPost[0].flush();
+					unbindDeferredShader(gDeferredPostGIProgram);
+				}
+			}
+		}
+
+		if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+		{ //soften direct lighting lightmap
+			LLFastTimer ftm(FTM_SOFTEN_SHADOW);
+			//blur lightmap
+			mDeferredLight[1].bindTarget();
+
+			glClearColor(1,1,1,1);
+			mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
+			glClearColor(0,0,0,0);
+			
+			bindDeferredShader(gDeferredBlurLightProgram);
+
+			LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian");
+			const U32 kern_length = 4;
+			F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize");
+			F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
+
+			// sample symmetrically with the middle sample falling exactly on 0.0
+			F32 x = 0.f;
+
+			LLVector3 gauss[32]; // xweight, yweight, offset
+
+			for (U32 i = 0; i < kern_length; i++)
+			{
+				gauss[i].mV[0] = llgaussian(x, go.mV[0]);
+				gauss[i].mV[1] = llgaussian(x, go.mV[1]);
+				gauss[i].mV[2] = x;
+				x += 1.f;
+			}
+
+			gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f);
+			gDeferredBlurLightProgram.uniform1f("dist_factor", dist_factor);
+			gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
+			gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
+		
+			{
+				LLGLDisable blend(GL_BLEND);
+				LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+				stop_glerror();
+				glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+				stop_glerror();
+			}
+			
+			mDeferredLight[1].flush();
+			unbindDeferredShader(gDeferredBlurLightProgram);
+
+			bindDeferredShader(gDeferredBlurLightProgram, 1);
+			mDeferredLight[0].bindTarget();
+
+			gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
+
+			{
+				LLGLDisable blend(GL_BLEND);
+				LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+				stop_glerror();
+				glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+				stop_glerror();
+			}
+			mDeferredLight[0].flush();
+			unbindDeferredShader(gDeferredBlurLightProgram);
+		}
+
+		stop_glerror();
+		glPopMatrix();
+		stop_glerror();
+		glMatrixMode(GL_MODELVIEW);
+		stop_glerror();
+		glPopMatrix();
+		stop_glerror();
+
+		//copy depth and stencil from deferred screen
+		//mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
+		//					0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+
+		if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+		{
+			mDeferredLight[1].bindTarget();
+			// clear color buffer here (GI) - zeroing alpha (glow) is important or it will accumulate against sky
+			glClearColor(0,0,0,0);
+			mScreen.clear(GL_COLOR_BUFFER_BIT);
+		}
+		else
+		{
+			mScreen.bindTarget();
+			// clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
+			glClearColor(0,0,0,0);
+			mScreen.clear(GL_COLOR_BUFFER_BIT);
+		}
+
+		if (gSavedSettings.getBOOL("RenderDeferredAtmospheric"))
+		{ //apply sunlight contribution 
+			LLFastTimer ftm(FTM_ATMOSPHERICS);
+			bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]);	
+			{
+				LLGLDepthTest depth(GL_FALSE);
+				LLGLDisable blend(GL_BLEND);
+				LLGLDisable test(GL_ALPHA_TEST);
+
+				//full screen blit
+				glPushMatrix();
+				glLoadIdentity();
+				glMatrixMode(GL_PROJECTION);
+				glPushMatrix();
+				glLoadIdentity();
+
+				glVertexPointer(2, GL_FLOAT, 0, vert);
+				
+				glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+				
+				glPopMatrix();
+				glMatrixMode(GL_MODELVIEW);
+				glPopMatrix();
+			}
+
+			unbindDeferredShader(gDeferredSoftenProgram);
+		}
+
+		{ //render sky
+			LLGLDisable blend(GL_BLEND);
+			LLGLDisable stencil(GL_STENCIL_TEST);
+			gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+			gPipeline.pushRenderTypeMask();
+			
+			gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+										LLPipeline::RENDER_TYPE_CLOUDS,
+										LLPipeline::RENDER_TYPE_WL_SKY,
+										LLPipeline::END_RENDER_TYPES);
+								
+			
+			renderGeomPostDeferred(*LLViewerCamera::getInstance());
+			gPipeline.popRenderTypeMask();
+		}
+
+		BOOL render_local = gSavedSettings.getBOOL("RenderLocalLights");
+				
+		if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+		{
+			mDeferredLight[1].flush();
+			mDeferredLight[2].bindTarget();
+			mDeferredLight[2].clear(GL_COLOR_BUFFER_BIT);
+		}
+
+		if (render_local)
+		{
+			gGL.setSceneBlendType(LLRender::BT_ADD);
+			std::list<LLVector4> fullscreen_lights;
+			LLDrawable::drawable_list_t spot_lights;
+			LLDrawable::drawable_list_t fullscreen_spot_lights;
+
+			for (U32 i = 0; i < 2; i++)
+			{
+				mTargetShadowSpotLight[i] = NULL;
+			}
+
+			std::list<LLVector4> light_colors;
+
+			LLVertexBuffer::unbind();
+
+			F32 v[24];
+			glVertexPointer(3, GL_FLOAT, 0, v);
+			
+			{
+				bindDeferredShader(gDeferredLightProgram);
+				LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+				for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
+				{
+					LLDrawable* drawablep = *iter;
+					
+					LLVOVolume* volume = drawablep->getVOVolume();
+					if (!volume)
+					{
+						continue;
+					}
+
+					if (volume->isAttachment())
+					{
+						if (!sRenderAttachedLights)
+						{
+							continue;
+						}
+					}
+
+
+					LLVector4a center;
+					center.load3(drawablep->getPositionAgent().mV);
+					const F32* c = center.getF32ptr();
+					F32 s = volume->getLightRadius()*1.5f;
+
+					LLColor3 col = volume->getLightColor();
+					col *= volume->getLightIntensity();
+
+					if (col.magVecSquared() < 0.001f)
+					{
+						continue;
+					}
+
+					if (s <= 0.001f)
+					{
+						continue;
+					}
+
+					LLVector4a sa;
+					sa.splat(s);
+					if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
+					{
+						continue;
+					}
+
+					sVisibleLightCount++;
+
+					glh::vec3f tc(c);
+					mat.mult_matrix_vec(tc);
+					
+					//vertex positions are encoded so the 3 bits of their vertex index 
+					//correspond to their axis facing, with bit position 3,2,1 matching
+					//axis facing x,y,z, bit set meaning positive facing, bit clear 
+					//meaning negative facing
+					v[0] = c[0]-s; v[1]  = c[1]-s; v[2]  = c[2]-s;  // 0 - 0000 
+					v[3] = c[0]-s; v[4]  = c[1]-s; v[5]  = c[2]+s;  // 1 - 0001
+					v[6] = c[0]-s; v[7]  = c[1]+s; v[8]  = c[2]-s;  // 2 - 0010
+					v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s;  // 3 - 0011
+																									   
+					v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
+					v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
+					v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
+					v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
+
+					if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
+						camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
+						camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
+						camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
+						camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
+						camera->getOrigin().mV[2] < c[2] - s - 0.2f)
+					{ //draw box if camera is outside box
+						if (render_local)
+						{
+							if (volume->isLightSpotlight())
+							{
+								drawablep->getVOVolume()->updateSpotLightPriority();
+								spot_lights.push_back(drawablep);
+								continue;
+							}
+							
+							LLFastTimer ftm(FTM_LOCAL_LIGHTS);
+							glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
+							glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+							glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
+								GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
+							stop_glerror();
+						}
+					}
+					else
+					{	
+						if (volume->isLightSpotlight())
+						{
+							drawablep->getVOVolume()->updateSpotLightPriority();
+							fullscreen_spot_lights.push_back(drawablep);
+							continue;
+						}
+
+						fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s*s));
+						light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
+					}
+				}
+				unbindDeferredShader(gDeferredLightProgram);
+			}
+
+			if (!spot_lights.empty())
+			{
+				LLGLDepthTest depth(GL_TRUE, GL_FALSE);
+				bindDeferredShader(gDeferredSpotLightProgram);
+
+				gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+
+				for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
+				{
+					LLFastTimer ftm(FTM_PROJECTORS);
+					LLDrawable* drawablep = *iter;
+
+					LLVOVolume* volume = drawablep->getVOVolume();
+
+					LLVector4a center;
+					center.load3(drawablep->getPositionAgent().mV);
+					const F32* c = center.getF32ptr();
+					F32 s = volume->getLightRadius()*1.5f;
+
+					sVisibleLightCount++;
+
+					glh::vec3f tc(c);
+					mat.mult_matrix_vec(tc);
+					
+					setupSpotLight(gDeferredSpotLightProgram, drawablep);
+					
+					LLColor3 col = volume->getLightColor();
+					col *= volume->getLightIntensity();
+
+					//vertex positions are encoded so the 3 bits of their vertex index 
+					//correspond to their axis facing, with bit position 3,2,1 matching
+					//axis facing x,y,z, bit set meaning positive facing, bit clear 
+					//meaning negative facing
+					v[0] = c[0]-s; v[1]  = c[1]-s; v[2]  = c[2]-s;  // 0 - 0000 
+					v[3] = c[0]-s; v[4]  = c[1]-s; v[5]  = c[2]+s;  // 1 - 0001
+					v[6] = c[0]-s; v[7]  = c[1]+s; v[8]  = c[2]-s;  // 2 - 0010
+					v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s;  // 3 - 0011
+																									   
+					v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
+					v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
+					v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
+					v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
+
+					glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
+					glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+					glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
+							GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
+				}
+				gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+				unbindDeferredShader(gDeferredSpotLightProgram);
+			}
+
+			{
+				bindDeferredShader(gDeferredMultiLightProgram);
+			
+				LLGLDepthTest depth(GL_FALSE);
+
+				//full screen blit
+				glPushMatrix();
+				glLoadIdentity();
+				glMatrixMode(GL_PROJECTION);
+				glPushMatrix();
+				glLoadIdentity();
+
+				U32 count = 0;
+
+				const U32 max_count = 8;
+				LLVector4 light[max_count];
+				LLVector4 col[max_count];
+
+				glVertexPointer(2, GL_FLOAT, 0, vert);
+
+				F32 far_z = 0.f;
+
+				while (!fullscreen_lights.empty())
+				{
+					LLFastTimer ftm(FTM_FULLSCREEN_LIGHTS);
+					light[count] = fullscreen_lights.front();
+					fullscreen_lights.pop_front();
+					col[count] = light_colors.front();
+					light_colors.pop_front();
+
+					far_z = llmin(light[count].mV[2]-sqrtf(light[count].mV[3]), far_z);
+
+					count++;
+					if (count == max_count || fullscreen_lights.empty())
+					{
+						gDeferredMultiLightProgram.uniform1i("light_count", count);
+						gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light);
+						gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col);
+						gDeferredMultiLightProgram.uniform1f("far_z", far_z);
+						far_z = 0.f;
+						count = 0;
+						glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+					}
+				}
+				
+				unbindDeferredShader(gDeferredMultiLightProgram);
+
+				bindDeferredShader(gDeferredMultiSpotLightProgram);
+
+				gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+
+				for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
+				{
+					LLFastTimer ftm(FTM_PROJECTORS);
+					LLDrawable* drawablep = *iter;
+					
+					LLVOVolume* volume = drawablep->getVOVolume();
+
+					LLVector3 center = drawablep->getPositionAgent();
+					F32* c = center.mV;
+					F32 s = volume->getLightRadius()*1.5f;
+
+					sVisibleLightCount++;
+
+					glh::vec3f tc(c);
+					mat.mult_matrix_vec(tc);
+					
+					setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
+
+					LLColor3 col = volume->getLightColor();
+					col *= volume->getLightIntensity();
+
+					glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
+					glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
+					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+				}
+
+				gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+				unbindDeferredShader(gDeferredMultiSpotLightProgram);
+
+				glPopMatrix();
+				glMatrixMode(GL_MODELVIEW);
+				glPopMatrix();
+			}
+		}
+
+		gGL.setColorMask(true, true);
+
+		if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
+		{
+			mDeferredLight[2].flush();
+
+			mScreen.bindTarget();
+			mScreen.clear(GL_COLOR_BUFFER_BIT);
+		
+			gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+			{ //mix various light maps (local, sun, gi)
+				LLFastTimer ftm(FTM_POST);
+				LLGLDisable blend(GL_BLEND);
+				LLGLDisable test(GL_ALPHA_TEST);
+				LLGLDepthTest depth(GL_FALSE);
+				LLGLDisable stencil(GL_STENCIL_TEST);
+			
+				bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]);
+
+				gDeferredPostProgram.bind();
+
+				LLVertexBuffer::unbind();
+
+				glVertexPointer(2, GL_FLOAT, 0, vert);
+				glColor3f(1,1,1);
+
+				glPushMatrix();
+				glLoadIdentity();
+				glMatrixMode(GL_PROJECTION);
+				glPushMatrix();
+				glLoadIdentity();
+
+				glDrawArrays(GL_TRIANGLES, 0, 3);
+
+				glPopMatrix();
+				glMatrixMode(GL_MODELVIEW);
+				glPopMatrix();
+
+				unbindDeferredShader(gDeferredPostProgram);
+			}
+		}
+	}
+
+	{ //render non-deferred geometry (alpha, fullbright, glow)
+		LLGLDisable blend(GL_BLEND);
+		LLGLDisable stencil(GL_STENCIL_TEST);
+
+		pushRenderTypeMask();
+		andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
+						 LLPipeline::RENDER_TYPE_FULLBRIGHT,
+						 LLPipeline::RENDER_TYPE_VOLUME,
+						 LLPipeline::RENDER_TYPE_GLOW,
+						 LLPipeline::RENDER_TYPE_BUMP,
+						 LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+						 LLPipeline::RENDER_TYPE_PASS_ALPHA,
+						 LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+						 LLPipeline::RENDER_TYPE_PASS_BUMP,
+						 LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
+						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+						 LLPipeline::RENDER_TYPE_PASS_GLOW,
+						 LLPipeline::RENDER_TYPE_PASS_GRASS,
+						 LLPipeline::RENDER_TYPE_PASS_SHINY,
+						 LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+						 LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+						 LLPipeline::RENDER_TYPE_AVATAR,
+						 END_RENDER_TYPES);
+		
+		renderGeomPostDeferred(*LLViewerCamera::getInstance());
+		popRenderTypeMask();
+	}
+
+	{
+		//render highlights, etc.
+		renderHighlights();
+		mHighlightFaces.clear();
+
+		renderDebug();
+
+		LLVertexBuffer::unbind();
+
+		if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
+		{
+			// Render debugging beacons.
+			gObjectList.renderObjectBeacons();
+			gObjectList.resetObjectBeacons();
+		}
+	}
+
+	mScreen.flush();
+						
+}
+
+void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
+{
+	//construct frustum
+	LLVOVolume* volume = drawablep->getVOVolume();
+	LLVector3 params = volume->getSpotLightParams();
+
+	F32 fov = params.mV[0];
+	F32 focus = params.mV[1];
+
+	LLVector3 pos = drawablep->getPositionAgent();
+	LLQuaternion quat = volume->getRenderRotation();
+	LLVector3 scale = volume->getScale();
+	
+	//get near clip plane
+	LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
+	at_axis *= quat;
+
+	LLVector3 np = pos+at_axis;
+	at_axis.normVec();
+
+	//get origin that has given fov for plane np, at_axis, and given scale
+	F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
+
+	LLVector3 origin = np - at_axis*dist;
+
+	//matrix from volume space to agent space
+	LLMatrix4 light_mat(quat, LLVector4(origin,1.f));
+
+	glh::matrix4f light_to_agent((F32*) light_mat.mMatrix);
+	glh::matrix4f light_to_screen = glh_get_current_modelview() * light_to_agent;
+
+	glh::matrix4f screen_to_light = light_to_screen.inverse();
+
+	F32 s = volume->getLightRadius()*1.5f;
+	F32 near_clip = dist;
+	F32 width = scale.mV[VX];
+	F32 height = scale.mV[VY];
+	F32 far_clip = s+dist-scale.mV[VZ];
+
+	F32 fovy = fov * RAD_TO_DEG;
+	F32 aspect = width/height;
+
+	glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
+				0.f, 0.5f, 0.f, 0.5f,
+				0.f, 0.f, 0.5f, 0.5f,
+				0.f, 0.f, 0.f, 1.f);
+
+	glh::vec3f p1(0, 0, -(near_clip+0.01f));
+	glh::vec3f p2(0, 0, -(near_clip+1.f));
+
+	glh::vec3f screen_origin(0, 0, 0);
+
+	light_to_screen.mult_matrix_vec(p1);
+	light_to_screen.mult_matrix_vec(p2);
+	light_to_screen.mult_matrix_vec(screen_origin);
+
+	glh::vec3f n = p2-p1;
+	n.normalize();
+	
+	F32 proj_range = far_clip - near_clip;
+	glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip);
+	screen_to_light = trans * light_proj * screen_to_light;
+	shader.uniformMatrix4fv("proj_mat", 1, FALSE, screen_to_light.m);
+	shader.uniform1f("proj_near", near_clip);
+	shader.uniform3fv("proj_p", 1, p1.v);
+	shader.uniform3fv("proj_n", 1, n.v);
+	shader.uniform3fv("proj_origin", 1, screen_origin.v);
+	shader.uniform1f("proj_range", proj_range);
+	shader.uniform1f("proj_ambiance", params.mV[2]);
+	S32 s_idx = -1;
+
+	for (U32 i = 0; i < 2; i++)
+	{
+		if (mShadowSpotLight[i] == drawablep)
+		{
+			s_idx = i;
+		}
+	}
+
+	shader.uniform1i("proj_shadow_idx", s_idx);
+
+	if (s_idx >= 0)
+	{
+		shader.uniform1f("shadow_fade", 1.f-mSpotLightFade[s_idx]);
+	}
+	else
+	{
+		shader.uniform1f("shadow_fade", 1.f);
+	}
+
+	{
+		LLDrawable* potential = drawablep;
+		//determine if this is a good light for casting shadows
+		F32 m_pri = volume->getSpotLightPriority();
+
+		for (U32 i = 0; i < 2; i++)
+		{
+			F32 pri = 0.f;
+
+			if (mTargetShadowSpotLight[i].notNull())
+			{
+				pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority();			
+			}
+
+			if (m_pri > pri)
+			{
+				LLDrawable* temp = mTargetShadowSpotLight[i];
+				mTargetShadowSpotLight[i] = potential;
+				potential = temp;
+				m_pri = pri;
+			}
+		}
+	}
+
+	LLViewerTexture* img = volume->getLightTexture();
+
+	if (img == NULL)
+	{
+		img = LLViewerFetchedTexture::sWhiteImagep;
+	}
+
+	S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
+
+	if (channel > -1)
+	{
+		if (img)
+		{
+			gGL.getTexUnit(channel)->bind(img);
+
+			F32 lod_range = logf(img->getWidth())/logf(2.f);
+
+			shader.uniform1f("proj_focus", focus);
+			shader.uniform1f("proj_lod", lod_range);
+			shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
+		}
+	}
+		
+}
+
+void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
+{
+	stop_glerror();
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage());
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
+	shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
+
+	for (U32 i = 0; i < 4; i++)
+	{
+		if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1)
+		{
+			glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+		}
+	}
+
+	for (U32 i = 4; i < 6; i++)
+	{
+		if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i) > -1)
+		{
+			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+		}
+	}
+
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
+	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
+
+	S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
+	if (channel > -1)
+	{
+		LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
+		if (cube_map)
+		{
+			cube_map->disable();
+		}
+	}
+	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+	gGL.getTexUnit(0)->activate();
+	shader.unbind();
+}
+
+inline float sgn(float a)
+{
+    if (a > 0.0F) return (1.0F);
+    if (a < 0.0F) return (-1.0F);
+    return (0.0F);
+}
+
+void LLPipeline::generateWaterReflection(LLCamera& camera_in)
+{	
+	if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
+	{
+		BOOL skip_avatar_update = FALSE;
+		if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK)
+		{
+			skip_avatar_update = TRUE;
+		}
+
+		if (!skip_avatar_update)
+		{
+			gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
+		}
+		LLVertexBuffer::unbind();
+
+		LLGLState::checkStates();
+		LLGLState::checkTextureChannels();
+		LLGLState::checkClientArrays();
+
+		LLCamera camera = camera_in;
+		camera.setFar(camera.getFar()*0.87654321f);
+		LLPipeline::sReflectionRender = TRUE;
+		
+		gPipeline.pushRenderTypeMask();
+
+		glh::matrix4f projection = glh_get_current_projection();
+		glh::matrix4f mat;
+
+		stop_glerror();
+		LLPlane plane;
+
+		F32 height = gAgent.getRegion()->getWaterHeight(); 
+		F32 to_clip = fabsf(camera.getOrigin().mV[2]-height);
+		F32 pad = -to_clip*0.05f; //amount to "pad" clip plane by
+
+		//plane params
+		LLVector3 pnorm;
+		F32 pd;
+
+		S32 water_clip = 0;
+		if (!LLViewerCamera::getInstance()->cameraUnderWater())
+		{ //camera is above water, clip plane points up
+			pnorm.setVec(0,0,1);
+			pd = -height;
+			plane.setVec(pnorm, pd);
+			water_clip = -1;
+		}
+		else
+		{	//camera is below water, clip plane points down
+			pnorm = LLVector3(0,0,-1);
+			pd = height;
+			plane.setVec(pnorm, pd);
+			water_clip = 1;
+		}
+
+		if (!LLViewerCamera::getInstance()->cameraUnderWater())
+		{	//generate planar reflection map
+
+			//disable occlusion culling for reflection map for now
+			S32 occlusion = LLPipeline::sUseOcclusion;
+			LLPipeline::sUseOcclusion = 0;
+			gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+			glClearColor(0,0,0,0);
+			mWaterRef.bindTarget();
+			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER0;
+			gGL.setColorMask(true, true);
+			mWaterRef.clear();
+			gGL.setColorMask(true, false);
+
+			mWaterRef.getViewport(gGLViewport);
+
+			stop_glerror();
+
+			glPushMatrix();
+
+			mat.set_scale(glh::vec3f(1,1,-1));
+			mat.set_translate(glh::vec3f(0,0,height*2.f));
+
+			glh::matrix4f current = glh_get_current_modelview();
+
+			mat = current * mat;
+
+			glh_set_current_modelview(mat);
+			glLoadMatrixf(mat.m);
+
+			LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
+
+			glh::matrix4f inv_mat = mat.inverse();
+
+			glh::vec3f origin(0,0,0);
+			inv_mat.mult_matrix_vec(origin);
+
+			camera.setOrigin(origin.v);
+
+			glCullFace(GL_FRONT);
+
+			static LLCullResult ref_result;
+
+			if (LLDrawPoolWater::sNeedsReflectionUpdate)
+			{
+				//initial sky pass (no user clip plane)
+				{ //mask out everything but the sky
+					gPipeline.pushRenderTypeMask();
+					gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
+						LLPipeline::RENDER_TYPE_WL_SKY,
+						LLPipeline::RENDER_TYPE_CLOUDS,
+						LLPipeline::END_RENDER_TYPES);
+
+					static LLCullResult result;
+					updateCull(camera, result);
+					stateSort(camera, result);
+
+					renderGeom(camera, TRUE);
+
+					gPipeline.popRenderTypeMask();
+				}
+
+				gPipeline.pushRenderTypeMask();
+
+				clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
+					LLPipeline::RENDER_TYPE_VOIDWATER,
+					LLPipeline::RENDER_TYPE_GROUND,
+					LLPipeline::RENDER_TYPE_SKY,
+					LLPipeline::RENDER_TYPE_CLOUDS,
+					LLPipeline::END_RENDER_TYPES);	
+
+				S32 detail = gSavedSettings.getS32("RenderReflectionDetail");
+				if (detail > 0)
+				{ //mask out selected geometry based on reflection detail
+					if (detail < 4)
+					{
+						clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
+						if (detail < 3)
+						{
+							clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
+							if (detail < 2)
+							{
+								clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
+							}
+						}
+					}
+
+					LLGLUserClipPlane clip_plane(plane, mat, projection);
+					LLGLDisable cull(GL_CULL_FACE);
+					updateCull(camera, ref_result, -water_clip, &plane);
+					stateSort(camera, ref_result);
+				}	
+
+				if (LLDrawPoolWater::sNeedsDistortionUpdate)
+				{
+					if (gSavedSettings.getS32("RenderReflectionDetail") > 0)
+					{
+						gPipeline.grabReferences(ref_result);
+						LLGLUserClipPlane clip_plane(plane, mat, projection);
+						renderGeom(camera);
+					}
+				}	
+
+				gPipeline.popRenderTypeMask();
+			}	
+			glCullFace(GL_BACK);
+			glPopMatrix();
+			mWaterRef.flush();
+			glh_set_current_modelview(current);
+			LLPipeline::sUseOcclusion = occlusion;
+		}
+
+		camera.setOrigin(camera_in.getOrigin());
+		//render distortion map
+		static BOOL last_update = TRUE;
+		if (last_update)
+		{
+			camera.setFar(camera_in.getFar());
+			clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
+								LLPipeline::RENDER_TYPE_VOIDWATER,
+								LLPipeline::RENDER_TYPE_GROUND,
+								END_RENDER_TYPES);	
+			stop_glerror();
+
+			LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? FALSE : TRUE;
+
+			if (LLPipeline::sUnderWaterRender)
+			{
+				clearRenderTypeMask(LLPipeline::RENDER_TYPE_GROUND,
+									LLPipeline::RENDER_TYPE_SKY,
+									LLPipeline::RENDER_TYPE_CLOUDS,
+									LLPipeline::RENDER_TYPE_WL_SKY,
+									END_RENDER_TYPES);		
+			}
+			LLViewerCamera::updateFrustumPlanes(camera);
+
+			gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+			LLColor4& col = LLDrawPoolWater::sWaterFogColor;
+			glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
+			mWaterDis.bindTarget();
+			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
+			mWaterDis.getViewport(gGLViewport);
+			
+			if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
+			{
+				//clip out geometry on the same side of water as the camera
+				mat = glh_get_current_modelview();
+				LLPlane plane(-pnorm, -(pd+pad));
+
+				LLGLUserClipPlane clip_plane(plane, mat, projection);
+				static LLCullResult result;
+				updateCull(camera, result, water_clip, &plane);
+				stateSort(camera, result);
+
+				gGL.setColorMask(true, true);
+				mWaterDis.clear();
+				gGL.setColorMask(true, false);
+
+				renderGeom(camera);
+
+			}
+
+			LLPipeline::sUnderWaterRender = FALSE;
+			mWaterDis.flush();
+		}
+		last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
+
+		LLRenderTarget::unbindTarget();
+
+		LLPipeline::sReflectionRender = FALSE;
+
+		if (!LLRenderTarget::sUseFBO)
+		{
+			glClear(GL_DEPTH_BUFFER_BIT);
+		}
+		glClearColor(0.f, 0.f, 0.f, 0.f);
+		gViewerWindow->setup3DViewport();
+		gPipeline.popRenderTypeMask();
+		LLDrawPoolWater::sNeedsReflectionUpdate = FALSE;
+		LLDrawPoolWater::sNeedsDistortionUpdate = FALSE;
+		LLPlane npnorm(-pnorm, -pd);
+		LLViewerCamera::getInstance()->setUserClipPlane(npnorm);
+		
+		LLGLState::checkStates();
+
+		if (!skip_avatar_update)
+		{
+			gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
+		}
+
+		LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
+	}
+}
+
+glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
+{
+	glh::matrix4f ret;
+
+	LLVector3 dirN;
+	LLVector3 upN;
+	LLVector3 lftN;
+
+	lftN = dir % up;
+	lftN.normVec();
+	
+	upN = lftN % dir;
+	upN.normVec();
+	
+	dirN = dir;
+	dirN.normVec();
+
+	ret.m[ 0] = lftN[0];
+	ret.m[ 1] = upN[0];
+	ret.m[ 2] = -dirN[0];
+	ret.m[ 3] = 0.f;
+
+	ret.m[ 4] = lftN[1];
+	ret.m[ 5] = upN[1];
+	ret.m[ 6] = -dirN[1];
+	ret.m[ 7] = 0.f;
+
+	ret.m[ 8] = lftN[2];
+	ret.m[ 9] = upN[2];
+	ret.m[10] = -dirN[2];
+	ret.m[11] = 0.f;
+
+	ret.m[12] = -(lftN*pos);
+	ret.m[13] = -(upN*pos);
+	ret.m[14] = dirN*pos;
+	ret.m[15] = 1.f;
+
+	return ret;
+}
+
+glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max)
+{
+	glh::matrix4f ret;
+	ret.m[ 0] = 2/(max[0]-min[0]);
+	ret.m[ 4] = 0;
+	ret.m[ 8] = 0;
+	ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]);
+
+	ret.m[ 1] = 0;
+	ret.m[ 5] = 2/(max[1]-min[1]);
+	ret.m[ 9] = 0;
+	ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]);
+
+	ret.m[ 2] = 0;
+	ret.m[ 6] = 0;
+	ret.m[10] = 2/(max[2]-min[2]);
+	ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]);
+
+	ret.m[ 3] = 0;
+	ret.m[ 7] = 0;
+	ret.m[11] = 0;
+	ret.m[15] = 1;
+
+	return ret;
+}
+
+static LLFastTimer::DeclareTimer FTM_SHADOW_RENDER("Render Shadows");
+static LLFastTimer::DeclareTimer FTM_SHADOW_ALPHA("Alpha Shadow");
+static LLFastTimer::DeclareTimer FTM_SHADOW_SIMPLE("Simple Shadow");
+
+void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, BOOL use_shader, BOOL use_occlusion)
+{
+	LLFastTimer t(FTM_SHADOW_RENDER);
+
+	//clip out geometry on the same side of water as the camera
+	S32 occlude = LLPipeline::sUseOcclusion;
+	if (!use_occlusion)
+	{
+		LLPipeline::sUseOcclusion = 0;
+	}
+	LLPipeline::sShadowRender = TRUE;
+	
+	U32 types[] = { LLRenderPass::PASS_SIMPLE, LLRenderPass::PASS_FULLBRIGHT, LLRenderPass::PASS_SHINY, LLRenderPass::PASS_BUMP, LLRenderPass::PASS_FULLBRIGHT_SHINY };
+	LLGLEnable cull(GL_CULL_FACE);
+
+	if (use_shader)
+	{
+		gDeferredShadowProgram.bind();
+	}
+
+	updateCull(shadow_cam, result);
+	stateSort(shadow_cam, result);
+	
+	//generate shadow map
+	glMatrixMode(GL_PROJECTION);
+	glPushMatrix();
+	glLoadMatrixf(proj.m);
+	glMatrixMode(GL_MODELVIEW);
+	glPushMatrix();
+	glLoadMatrixd(gGLModelView);
+
+	stop_glerror();
+	gGLLastMatrix = NULL;
+
+	{
+		//LLGLDepthTest depth(GL_TRUE);
+		//glClear(GL_DEPTH_BUFFER_BIT);
+	}
+
+	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+			
+	glColor4f(1,1,1,1);
+	
+	stop_glerror();
+
+	gGL.setColorMask(false, false);
+	
+	//glCullFace(GL_FRONT);
+
+	LLVertexBuffer::unbind();
+
+	{
+		if (!use_shader)
+		{ //occlusion program is general purpose depth-only no-textures
+			gOcclusionProgram.bind();
+		}
+		LLFastTimer ftm(FTM_SHADOW_SIMPLE);
+		gGL.getTexUnit(0)->disable();
+		for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
+		{
+			renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
+		}
+		gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+		if (!use_shader)
+		{
+			gOcclusionProgram.unbind();
+		}
+	}
+	
+	if (use_shader)
+	{
+		gDeferredShadowProgram.unbind();
+		renderGeomShadow(shadow_cam);
+		gDeferredShadowProgram.bind();
+	}
+	else
+	{
+		renderGeomShadow(shadow_cam);
+	}
+
+	{
+		LLFastTimer ftm(FTM_SHADOW_ALPHA);
+		gDeferredShadowAlphaMaskProgram.bind();
+		gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f);
+		renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
+		glColor4f(1,1,1,1);
+		renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
+	}
+
+	//glCullFace(GL_BACK);
+
+	gGLLastMatrix = NULL;
+	glLoadMatrixd(gGLModelView);
+	doOcclusion(shadow_cam);
+
+	if (use_shader)
+	{
+		gDeferredShadowProgram.unbind();
+	}
+	
+	gGL.setColorMask(true, true);
+			
+	glMatrixMode(GL_PROJECTION);
+	glPopMatrix();
+	glMatrixMode(GL_MODELVIEW);
+	glPopMatrix();
+	gGLLastMatrix = NULL;
+
+	LLPipeline::sUseOcclusion = occlude;
+	LLPipeline::sShadowRender = FALSE;
+}
+
+static LLFastTimer::DeclareTimer FTM_VISIBLE_CLOUD("Visible Cloud");
+BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
+{
+	LLFastTimer t(FTM_VISIBLE_CLOUD);
+	//get point cloud of intersection of frust and min, max
+
+	if (getVisibleExtents(camera, min, max))
+	{
+		return FALSE;
+	}
+
+	//get set of planes on bounding box
+	LLPlane bp[] = { 
+		LLPlane(min, LLVector3(-1,0,0)),
+		LLPlane(min, LLVector3(0,-1,0)),
+		LLPlane(min, LLVector3(0,0,-1)),
+		LLPlane(max, LLVector3(1,0,0)),
+		LLPlane(max, LLVector3(0,1,0)),
+		LLPlane(max, LLVector3(0,0,1))};
+	
+	//potential points
+	std::vector<LLVector3> pp;
+
+	//add corners of AABB
+	pp.push_back(LLVector3(min.mV[0], min.mV[1], min.mV[2]));
+	pp.push_back(LLVector3(max.mV[0], min.mV[1], min.mV[2]));
+	pp.push_back(LLVector3(min.mV[0], max.mV[1], min.mV[2]));
+	pp.push_back(LLVector3(max.mV[0], max.mV[1], min.mV[2]));
+	pp.push_back(LLVector3(min.mV[0], min.mV[1], max.mV[2]));
+	pp.push_back(LLVector3(max.mV[0], min.mV[1], max.mV[2]));
+	pp.push_back(LLVector3(min.mV[0], max.mV[1], max.mV[2]));
+	pp.push_back(LLVector3(max.mV[0], max.mV[1], max.mV[2]));
+
+	//add corners of camera frustum
+	for (U32 i = 0; i < 8; i++)
+	{
+		pp.push_back(camera.mAgentFrustum[i]);
+	}
+
+
+	//bounding box line segments
+	U32 bs[] = 
+			{
+		0,1,
+		1,3,
+		3,2,
+		2,0,
+
+		4,5,
+		5,7,
+		7,6,
+		6,4,
+
+		0,4,
+		1,5,
+		3,7,
+		2,6
+	};
+
+	for (U32 i = 0; i < 12; i++)
+	{ //for each line segment in bounding box
+		for (U32 j = 0; j < 6; j++) 
+		{ //for each plane in camera frustum
+			const LLPlane& cp = camera.getAgentPlane(j);
+			const LLVector3& v1 = pp[bs[i*2+0]];
+			const LLVector3& v2 = pp[bs[i*2+1]];
+			LLVector3 n;
+			cp.getVector3(n);
+
+			LLVector3 line = v1-v2;
+
+			F32 d1 = line*n;
+			F32 d2 = -cp.dist(v2);
+
+			F32 t = d2/d1;
+
+			if (t > 0.f && t < 1.f)
+			{
+				LLVector3 intersect = v2+line*t;
+				pp.push_back(intersect);
+			}
+		}
+	}
+			
+	//camera frustum line segments
+	const U32 fs[] =
+	{
+		0,1,
+		1,2,
+		2,3,
+		3,0,
+
+		4,5,
+		5,6,
+		6,7,
+		7,4,
+	
+		0,4,
+		1,5,
+		2,6,
+		3,7	
+	};
+
+	LLVector3 center = (max+min)*0.5f;
+	LLVector3 size = (max-min)*0.5f;
+	
+	for (U32 i = 0; i < 12; i++)
+	{
+		for (U32 j = 0; j < 6; ++j)
+		{
+			const LLVector3& v1 = pp[fs[i*2+0]+8];
+			const LLVector3& v2 = pp[fs[i*2+1]+8];
+			const LLPlane& cp = bp[j];
+			LLVector3 n;
+			cp.getVector3(n);
+
+			LLVector3 line = v1-v2;
+
+			F32 d1 = line*n;
+			F32 d2 = -cp.dist(v2);
+
+			F32 t = d2/d1;
+
+			if (t > 0.f && t < 1.f)
+			{
+				LLVector3 intersect = v2+line*t;
+				pp.push_back(intersect);
+			}	
+		}
+	}
+
+	LLVector3 ext[] = { min-LLVector3(0.05f,0.05f,0.05f),
+		max+LLVector3(0.05f,0.05f,0.05f) };
+
+	for (U32 i = 0; i < pp.size(); ++i)
+	{
+		bool found = true;
+
+		const F32* p = pp[i].mV;
+			
+		for (U32 j = 0; j < 3; ++j)
+		{
+			if (p[j] < ext[0].mV[j] ||
+				p[j] > ext[1].mV[j])
+			{
+				found = false;
+				break;
+			}
+		}
+				
+		for (U32 j = 0; j < 6; ++j)
+		{
+			const LLPlane& cp = camera.getAgentPlane(j);
+			F32 dist = cp.dist(pp[i]);
+			if (dist > 0.05f) //point is above some plane, not contained
+					{
+				found = false;
+				break;
+						}
+					}
+
+					if (found)
+					{
+			fp.push_back(pp[i]);
+		}
+	}
+	
+	if (fp.empty())
+	{
+		return FALSE;
+	}
+	
+	return TRUE;
+}
+
+void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc)
+{
+	if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) < 3)
+	{
+		return;
+	}
+
+	LLVector3 up;
+
+	//LLGLEnable depth_clamp(GL_DEPTH_CLAMP_NV);
+
+	if (lightDir.mV[2] > 0.5f)
+	{
+		up = LLVector3(1,0,0);
+	}
+	else
+	{
+		up = LLVector3(0, 0, 1);
+	}
+
+	
+	F32 gi_range = gSavedSettings.getF32("RenderGIRange");
+
+	U32 res = mGIMap.getWidth();
+
+	F32 atten = llmax(gSavedSettings.getF32("RenderGIAttenuation"), 0.001f);
+
+	//set radius to range at which distance attenuation of incoming photons is near 0
+
+	F32 lrad = sqrtf(1.f/(atten*0.01f));
+
+	F32 lrange = lrad+gi_range*0.5f;
+
+	LLVector3 pad(lrange,lrange,lrange);
+
+	glh::matrix4f view = look(LLVector3(128.f,128.f,128.f), lightDir, up);
+
+	LLVector3 cp = camera.getOrigin()+camera.getAtAxis()*(gi_range*0.5f);
+
+	glh::vec3f scp(cp.mV);
+	view.mult_matrix_vec(scp);
+	cp.setVec(scp.v);
+
+	F32 pix_width = lrange/(res*0.5f);
+
+	//move cp to the nearest pix_width
+	for (U32 i = 0; i < 3; i++)
+	{
+		cp.mV[i] = llround(cp.mV[i], pix_width);
+	}
+	
+	LLVector3 min = cp-pad;
+	LLVector3 max = cp+pad;
+	
+	//set mGIRange to range in tc space[0,1] that covers texture block of intersecting lights around a point
+	mGIRange.mV[0] = (max.mV[0]-min.mV[0])/res;
+	mGIRange.mV[1] = (max.mV[1]-min.mV[1])/res;
+	mGILightRadius = lrad/lrange*0.5f;
+
+	glh::matrix4f proj = gl_ortho(min.mV[0], max.mV[0],
+								min.mV[1], max.mV[1],
+								-max.mV[2], -min.mV[2]);
+
+	LLCamera sun_cam = camera;
+
+	glh::matrix4f eye_view = glh_get_current_modelview();
+	
+	//get eye space to camera space matrix
+	mGIMatrix = view*eye_view.inverse();
+	mGINormalMatrix = mGIMatrix.inverse().transpose();
+	mGIInvProj = proj.inverse();
+	mGIMatrixProj = proj*mGIMatrix;
+
+	//translate and scale to [0,1]
+	glh::matrix4f trans(.5f, 0.f, 0.f, .5f,
+						0.f, 0.5f, 0.f, 0.5f,
+						0.f, 0.f, 0.5f, 0.5f,
+						0.f, 0.f, 0.f, 1.f);
+
+	mGIMatrixProj = trans*mGIMatrixProj;
+
+	glh_set_current_modelview(view);
+	glh_set_current_projection(proj);
+
+	LLViewerCamera::updateFrustumPlanes(sun_cam, TRUE, FALSE, TRUE);
+
+	sun_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
+	static LLCullResult result;
+
+	pushRenderTypeMask();
+
+	andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
+								 LLPipeline::RENDER_TYPE_FULLBRIGHT,
+								 LLPipeline::RENDER_TYPE_BUMP,
+								 LLPipeline::RENDER_TYPE_VOLUME,
+								 LLPipeline::RENDER_TYPE_TREE, 
+								 LLPipeline::RENDER_TYPE_TERRAIN,
+								 LLPipeline::RENDER_TYPE_WATER,
+								 LLPipeline::RENDER_TYPE_VOIDWATER,
+								 LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
+								 LLPipeline::RENDER_TYPE_AVATAR,
+								 LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+								 LLPipeline::RENDER_TYPE_PASS_BUMP,
+								 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+								 LLPipeline::RENDER_TYPE_PASS_SHINY,
+								 END_RENDER_TYPES);
+
+
+	
+	S32 occlude = LLPipeline::sUseOcclusion;
+	//LLPipeline::sUseOcclusion = 0;
+	LLPipeline::sShadowRender = TRUE;
+	
+	//only render large objects into GI map
+	sMinRenderSize = gSavedSettings.getF32("RenderGIMinRenderSize");
+	
+	LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_GI_SOURCE;
+	mGIMap.bindTarget();
+	
+	F64 last_modelview[16];
+	F64 last_projection[16];
+	for (U32 i = 0; i < 16; i++)
+	{
+		last_modelview[i] = gGLLastModelView[i];
+		last_projection[i] = gGLLastProjection[i];
+		gGLLastModelView[i] = mGIModelview.m[i];
+		gGLLastProjection[i] = mGIProjection.m[i];
+	}
+
+	sun_cam.setOrigin(0.f, 0.f, 0.f);
+	updateCull(sun_cam, result);
+	stateSort(sun_cam, result);
+	
+	for (U32 i = 0; i < 16; i++)
+	{
+		gGLLastModelView[i] = last_modelview[i];
+		gGLLastProjection[i] = last_projection[i];
+	}
+
+	mGIProjection = proj;
+	mGIModelview = view;
+
+	LLGLEnable cull(GL_CULL_FACE);
+
+	//generate GI map
+	glMatrixMode(GL_PROJECTION);
+	glPushMatrix();
+	glLoadMatrixf(proj.m);
+	glMatrixMode(GL_MODELVIEW);
+	glPushMatrix();
+	glLoadMatrixf(view.m);
+
+	stop_glerror();
+	gGLLastMatrix = NULL;
+
+	mGIMap.clear();
+
+	{
+		//LLGLEnable enable(GL_DEPTH_CLAMP_NV);
+		renderGeomDeferred(camera);
+	}
+
+	mGIMap.flush();
+	
+	glMatrixMode(GL_PROJECTION);
+	glPopMatrix();
+	glMatrixMode(GL_MODELVIEW);
+	glPopMatrix();
+	gGLLastMatrix = NULL;
+
+	LLPipeline::sUseOcclusion = occlude;
+	LLPipeline::sShadowRender = FALSE;
+	sMinRenderSize = 0.f;
+
+	popRenderTypeMask();
+
+}
+
+void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade)
+{
+	if (obj && obj->getVolume())
+	{
+		for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter)
+		{
+			renderHighlight(*iter, fade);
+		}
+
+		LLDrawable* drawable = obj->mDrawable;
+		if (drawable)
+		{
+			for (S32 i = 0; i < drawable->getNumFaces(); ++i)
+			{
+				LLFace* face = drawable->getFace(i);
+				if (face)
+				{
+					face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade));
+				}
+			}
+		}
+	}
+}
+
+void LLPipeline::generateHighlight(LLCamera& camera)
+{
+	//render highlighted object as white into offscreen render target
+	if (mHighlightObject.notNull())
+	{
+		mHighlightSet.insert(HighlightItem(mHighlightObject));
+	}
+	
+	if (!mHighlightSet.empty())
+	{
+		F32 transition = gFrameIntervalSeconds/gSavedSettings.getF32("RenderHighlightFadeTime");
+
+		LLGLDisable test(GL_ALPHA_TEST);
+		LLGLDepthTest depth(GL_FALSE);
+		mHighlight.bindTarget();
+		disableLights();
+		gGL.setColorMask(true, true);
+		mHighlight.clear();
+
+		gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
+		for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); )
+		{
+			std::set<HighlightItem>::iterator cur_iter = iter++;
+
+			if (cur_iter->mItem.isNull())
+			{
+				mHighlightSet.erase(cur_iter);
+				continue;
+			}
+
+			if (cur_iter->mItem == mHighlightObject)
+			{
+				cur_iter->incrFade(transition); 
+			}
+			else
+			{
+				cur_iter->incrFade(-transition);
+				if (cur_iter->mFade <= 0.f)
+				{
+					mHighlightSet.erase(cur_iter);
+					continue;
+				}
+			}
+
+			renderHighlight(cur_iter->mItem->getVObj(), cur_iter->mFade);
+		}
+
+		mHighlight.flush();
+		gGL.setColorMask(true, false);
+		gViewerWindow->setup3DViewport();
+	}
+}
+
+
+void LLPipeline::generateSunShadow(LLCamera& camera)
+{
+	if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0)
+	{
+		return;
+	}
+
+	F64 last_modelview[16];
+	F64 last_projection[16];
+	for (U32 i = 0; i < 16; i++)
+	{ //store last_modelview of world camera
+		last_modelview[i] = gGLLastModelView[i];
+		last_projection[i] = gGLLastProjection[i];
+	}
+
+	pushRenderTypeMask();
+	andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
+					LLPipeline::RENDER_TYPE_ALPHA,
+					LLPipeline::RENDER_TYPE_GRASS,
+					LLPipeline::RENDER_TYPE_FULLBRIGHT,
+					LLPipeline::RENDER_TYPE_BUMP,
+					LLPipeline::RENDER_TYPE_VOLUME,
+					LLPipeline::RENDER_TYPE_AVATAR,
+					LLPipeline::RENDER_TYPE_TREE, 
+					LLPipeline::RENDER_TYPE_TERRAIN,
+					LLPipeline::RENDER_TYPE_WATER,
+					LLPipeline::RENDER_TYPE_VOIDWATER,
+					LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
+					LLPipeline::RENDER_TYPE_PASS_GRASS,
+					LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+					LLPipeline::RENDER_TYPE_PASS_BUMP,
+					LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+					LLPipeline::RENDER_TYPE_PASS_SHINY,
+					LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+					END_RENDER_TYPES);
+
+	gGL.setColorMask(false, false);
+
+	//get sun view matrix
+	
+	//store current projection/modelview matrix
+	glh::matrix4f saved_proj = glh_get_current_projection();
+	glh::matrix4f saved_view = glh_get_current_modelview();
+	glh::matrix4f inv_view = saved_view.inverse();
+
+	glh::matrix4f view[6];
+	glh::matrix4f proj[6];
+	
+	//clip contains parallel split distances for 3 splits
+	LLVector3 clip = gSavedSettings.getVector3("RenderShadowClipPlanes");
+
+	//F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
+
+	//far clip on last split is minimum of camera view distance and 128
+	mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
+
+	clip = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
+	mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
+
+	//currently used for amount to extrude frusta corners for constructing shadow frusta
+	LLVector3 n = gSavedSettings.getVector3("RenderShadowNearDist");
+	//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
+
+	//put together a universal "near clip" plane for shadow frusta
+	LLPlane shadow_near_clip;
 	{
-		if ( LLPathingLib::getInstance() ) 
-		{	
-			//prep#
-			glClearColor(0,0,0,0);
-			glEnable(GL_TEXTURE_2D);                        // Enable Texture Mapping
-			glShadeModel(GL_SMOOTH);                        // Enable Smooth Shading
-			glClearColor(0.0f, 0.0f, 0.0f, 0.5f);                   // Black Background
-			glEnable(GL_DEPTH_TEST);                        // Enables Depth Testing
-			glDepthFunc(GL_LEQUAL);                         
-			GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };     
-			glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
+		LLVector3 p = gAgent.getPositionAgent();
+		p += mSunDir * gSavedSettings.getF32("RenderFarClip")*2.f;
+		shadow_near_clip.setVec(p, mSunDir);
+	}
+
+	LLVector3 lightDir = -mSunDir;
+	lightDir.normVec();
+
+	glh::vec3f light_dir(lightDir.mV);
+
+	//create light space camera matrix
+	
+	LLVector3 at = lightDir;
+
+	LLVector3 up = camera.getAtAxis();
+
+	if (fabsf(up*lightDir) > 0.75f)
+	{
+		up = camera.getUpAxis();
+	}
+
+	/*LLVector3 left = up%at;
+	up = at%left;*/
+
+	up.normVec();
+	at.normVec();
+	
+	
+	LLCamera main_camera = camera;
+	
+	F32 near_clip = 0.f;
+	{
+		//get visible point cloud
+		std::vector<LLVector3> fp;
+
+		main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum);
+		
+		LLVector3 min,max;
+		getVisiblePointCloud(main_camera,min,max,fp);
+
+		if (fp.empty())
+		{
+			if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+			{
+				mShadowCamera[0] = main_camera;
+				mShadowExtents[0][0] = min;
+				mShadowExtents[0][1] = max;
+
+				mShadowFrustPoints[0].clear();
+				mShadowFrustPoints[1].clear();
+				mShadowFrustPoints[2].clear();
+				mShadowFrustPoints[3].clear();
+			}
+			popRenderTypeMask();
+			return;
+		}
+
+		generateGI(camera, lightDir, fp);
+
+		//get good split distances for frustum
+		for (U32 i = 0; i < fp.size(); ++i)
+		{
+			glh::vec3f v(fp[i].mV);
+			saved_view.mult_matrix_vec(v);
+			fp[i].setVec(v.v);
+		}
+
+		min = fp[0];
+		max = fp[0];
+
+		//get camera space bounding box
+		for (U32 i = 1; i < fp.size(); ++i)
+		{
+			update_min_max(min, max, fp[i]);
+		}
+
+		near_clip = -max.mV[2];
+		F32 far_clip = -min.mV[2]*2.f;
+
+		//far_clip = llmin(far_clip, 128.f);
+		far_clip = llmin(far_clip, camera.getFar());
+
+		F32 range = far_clip-near_clip;
+
+		LLVector3 split_exp = gSavedSettings.getVector3("RenderShadowSplitExponent");
+
+		F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) );
+		
+		da = powf(da, split_exp.mV[2]);
+
+
+		F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da;
+
+
+		for (U32 i = 0; i < 4; ++i)
+		{
+			F32 x = (F32)(i+1)/4.f;
+			x = powf(x, sxp);
+			mSunClipPlanes.mV[i] = near_clip+range*x;
+		}
+	}
+
+	// convenience array of 4 near clip plane distances
+	F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
+	
+	for (S32 j = 0; j < 4; j++)
+	{
+		if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
+		{
+			mShadowFrustPoints[j].clear();
+		}
+
+		LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+j;
+
+		//restore render matrices
+		glh_set_current_modelview(saved_view);
+		glh_set_current_projection(saved_proj);
+
+		LLVector3 eye = camera.getOrigin();
+
+		//camera used for shadow cull/render
+		LLCamera shadow_cam;
+		
+		//create world space camera frustum for this split
+		shadow_cam = camera;
+		shadow_cam.setFar(16.f);
+	
+		LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+
+		LLVector3* frust = shadow_cam.mAgentFrustum;
+
+		LLVector3 pn = shadow_cam.getAtAxis();
+		
+		LLVector3 min, max;
+
+		//construct 8 corners of split frustum section
+		for (U32 i = 0; i < 4; i++)
+		{
+			LLVector3 delta = frust[i+4]-eye;
+			delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
+			delta.normVec();
+			F32 dp = delta*pn;
+			frust[i] = eye + (delta*dist[j]*0.95f)/dp;
+			frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp;
+		}
+						
+		shadow_cam.calcAgentFrustumPlanes(frust);
+		shadow_cam.mFrustumCornerDist = 0.f;
+		
+		if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+		{
+			mShadowCamera[j] = shadow_cam;
+		}
+
+		std::vector<LLVector3> fp;
+
+		if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
+		{
+			//no possible shadow receivers
+			if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+			{
+				mShadowExtents[j][0] = LLVector3();
+				mShadowExtents[j][1] = LLVector3();
+				mShadowCamera[j+4] = shadow_cam;
+			}
+
+			mShadow[j].bindTarget();
+			{
+				LLGLDepthTest depth(GL_TRUE);
+				mShadow[j].clear();
+			}
+			mShadow[j].flush();
+
+			mShadowError.mV[j] = 0.f;
+			mShadowFOV.mV[j] = 0.f;
+
+			continue;
+		}
+
+		if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+		{
+			mShadowExtents[j][0] = min;
+			mShadowExtents[j][1] = max;
+			mShadowFrustPoints[j] = fp;
+		}
+				
+
+		//find a good origin for shadow projection
+		LLVector3 origin;
+
+		//get a temporary view projection
+		view[j] = look(camera.getOrigin(), lightDir, -up);
+
+		std::vector<LLVector3> wpf;
+
+		for (U32 i = 0; i < fp.size(); i++)
+		{
+			glh::vec3f p = glh::vec3f(fp[i].mV);
+			view[j].mult_matrix_vec(p);
+			wpf.push_back(LLVector3(p.v));
+		}
+
+		min = wpf[0];
+		max = wpf[0];
+
+		for (U32 i = 0; i < fp.size(); ++i)
+		{ //get AABB in camera space
+			update_min_max(min, max, wpf[i]);
+		}
+
+		// Construct a perspective transform with perspective along y-axis that contains
+		// points in wpf
+		//Known:
+		// - far clip plane
+		// - near clip plane
+		// - points in frustum
+		//Find:
+		// - origin
+
+		//get some "interesting" points of reference
+		LLVector3 center = (min+max)*0.5f;
+		LLVector3 size = (max-min)*0.5f;
+		LLVector3 near_center = center;
+		near_center.mV[1] += size.mV[1]*2.f;
+		
+		
+		//put all points in wpf in quadrant 0, reletive to center of min/max
+		//get the best fit line using least squares
+		F32 bfm = 0.f;
+		F32 bfb = 0.f;
+
+		for (U32 i = 0; i < wpf.size(); ++i)
+		{
+			wpf[i] -= center;
+			wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
+			wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
+		}
+
+		if (!wpf.empty())
+		{ 
+			F32 sx = 0.f;
+			F32 sx2 = 0.f;
+			F32 sy = 0.f;
+			F32 sxy = 0.f;
 			
-			bool exclusiveDraw = false;
-			if ( LLPathingLib::getInstance()->getRenderNavMeshState() )
+			for (U32 i = 0; i < wpf.size(); ++i)
+			{		
+				sx += wpf[i].mV[0];
+				sx2 += wpf[i].mV[0]*wpf[i].mV[0];
+				sy += wpf[i].mV[1];
+				sxy += wpf[i].mV[0]*wpf[i].mV[1]; 
+			}
+
+			bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
+			bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
+		}
+		
+		{
+			// best fit line is y=bfm*x+bfb
+		
+			//find point that is furthest to the right of line
+			F32 off_x = -1.f;
+			LLVector3 lp;
+
+			for (U32 i = 0; i < wpf.size(); ++i)
 			{
-				LLPathingLib::getInstance()->renderNavMesh();
-				exclusiveDraw = true;
+				//y = bfm*x+bfb
+				//x = (y-bfb)/bfm
+				F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+
+				lx = wpf[i].mV[0]-lx;
+				
+				if (off_x < lx)
+				{
+					off_x = lx;
+					lp = wpf[i];
+				}
 			}
-			if ( LLPathingLib::getInstance()->getRenderShapeState() )
+
+			//get line with slope bfm through lp
+			// bfb = y-bfm*x
+			bfb = lp.mV[1]-bfm*lp.mV[0];
+
+			//calculate error
+			mShadowError.mV[j] = 0.f;
+
+			for (U32 i = 0; i < wpf.size(); ++i)
 			{
-				LLPathingLib::getInstance()->renderNavMeshShapesVBO();
-				exclusiveDraw = true;
+				F32 lx = (wpf[i].mV[1]-bfb)/bfm;
+				mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
 			}
 
-			if ( exclusiveDraw ) { return; }
-		}		
-	}	
-
-	// Initialize lots of GL state to "safe" values
-	glMatrixMode(GL_TEXTURE);
-	glLoadIdentity();
-	glMatrixMode(GL_MODELVIEW);
-
-	LLGLSPipeline gls_pipeline;
-	LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
-
-	LLGLState gls_color_material(GL_COLOR_MATERIAL, mLightingDetail < 2);
-				
-	// Toggle backface culling for debugging
-	LLGLEnable cull_face(mBackfaceCull ? GL_CULL_FACE : 0);
-	// Set fog
-	BOOL use_fog = hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG);
-	LLGLEnable fog_enable(use_fog &&
-						  !gPipeline.canUseWindLightShadersOnObjects() ? GL_FOG : 0);
-	gSky.updateFog(camera.getFar());
-	if (!use_fog)
-	{
-		sUnderWaterRender = FALSE;
-	}
-
-	gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sDefaultImagep);
-	LLViewerFetchedTexture::sDefaultImagep->setAddressMode(LLTexUnit::TAM_WRAP);
-	
-		
-	//////////////////////////////////////////////
-	//
-	// Actually render all of the geometry
-	//
-	//	
-	stop_glerror();
-
-	LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPools");
-
-	for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
-	{
-		LLDrawPool *poolp = *iter;
-		if (hasRenderType(poolp->getType()))
-		{
-			poolp->prerender();
-		}
-	}
-
-	{
-		LLFastTimer t(FTM_POOLS);
-		
-		// HACK: don't calculate local lights if we're rendering the HUD!
-		//    Removing this check will cause bad flickering when there are 
-		//    HUD elements being rendered AND the user is in flycam mode  -nyx
-		if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
-		{
-			calcNearbyLights(camera);
-			setupHWLights(NULL);
-		}
-
-		BOOL occlude = sUseOcclusion > 1;
-		U32 cur_type = 0;
-
-		pool_set_t::iterator iter1 = mPools.begin();
-		while ( iter1 != mPools.end() )
-		{
-			LLDrawPool *poolp = *iter1;
-			
-			cur_type = poolp->getType();
-
-			//debug use
-			sCurRenderPoolType = cur_type ;
-
-			if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
-			{
-				occlude = FALSE;
-				gGLLastMatrix = NULL;
-				glLoadMatrixd(gGLModelView);
-				LLGLSLShader::bindNoShader();
-				doOcclusion(camera);
-			}
-
-			pool_set_t::iterator iter2 = iter1;
-			if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0)
-			{
-				LLFastTimer t(FTM_POOLRENDER);
-
-				gGLLastMatrix = NULL;
-				glLoadMatrixd(gGLModelView);
-			
-				for( S32 i = 0; i < poolp->getNumPasses(); i++ )
-				{
-					LLVertexBuffer::unbind();
-					poolp->beginRenderPass(i);
-					for (iter2 = iter1; iter2 != mPools.end(); iter2++)
-					{
-						LLDrawPool *p = *iter2;
-						if (p->getType() != cur_type)
-						{
-							break;
-						}
-						
-						p->render(i);
-					}
-					poolp->endRenderPass(i);
-					LLVertexBuffer::unbind();
-					if (gDebugGL)
-					{
-						check_stack_depth(stack_depth);
-						std::string msg = llformat("pass %d", i);
-						LLGLState::checkStates(msg);
-						//LLGLState::checkTextureChannels(msg);
-						//LLGLState::checkClientArrays(msg);
-					}
-				}
-			}
-			else
-			{
-				// Skip all pools of this type
-				for (iter2 = iter1; iter2 != mPools.end(); iter2++)
-				{
-					LLDrawPool *p = *iter2;
-					if (p->getType() != cur_type)
-					{
-						break;
-					}
-				}
-			}
-			iter1 = iter2;
-			stop_glerror();
-		}
-		
-		LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPoolsEnd");
-
-		LLVertexBuffer::unbind();
-			
-		gGLLastMatrix = NULL;
-		glLoadMatrixd(gGLModelView);
-
-		if (occlude)
-		{
-			occlude = FALSE;
-			gGLLastMatrix = NULL;
-			glLoadMatrixd(gGLModelView);
-			LLGLSLShader::bindNoShader();
-			doOcclusion(camera);
-		}
-	}
-
-	LLVertexBuffer::unbind();
-	LLGLState::checkStates();
-
-	if (!LLPipeline::sImpostorRender)
-	{
-		LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderHighlights");
-
-		if (!sReflectionRender)
-		{
-			renderHighlights();
-		}
-
-		// Contains a list of the faces of objects that are physical or
-		// have touch-handlers.
-		mHighlightFaces.clear();
-
-		LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDebug");
-	
-		renderDebug();
-
-		LLVertexBuffer::unbind();
-			
-		if (!LLPipeline::sReflectionRender && !LLPipeline::sRenderDeferred)
-		{
-			if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
-			{
-				// Render debugging beacons.
-				gObjectList.renderObjectBeacons();
-				gObjectList.resetObjectBeacons();
-			}
-			else
-			{
-				// Make sure particle effects disappear
-				LLHUDObject::renderAllForTimer();
-			}
-		}
-		else
-		{
-			// Make sure particle effects disappear
-			LLHUDObject::renderAllForTimer();
-		}
-
-		LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomEnd");
-
-		//HACK: preserve/restore matrices around HUD render
-		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
-		{
-			for (U32 i = 0; i < 16; i++)
-			{
-				gGLModelView[i] = saved_modelview[i];
-				gGLProjection[i] = saved_projection[i];
-			}
-		}
-	}
-
-	LLVertexBuffer::unbind();
-
-	LLGLState::checkStates();
-//	LLGLState::checkTextureChannels();
-//	LLGLState::checkClientArrays();
-}
-
-void LLPipeline::renderGeomDeferred(LLCamera& camera)
-{
-	LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderGeomDeferred");
-
-	LLMemType mt_rgd(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_DEFFERRED);
-	LLFastTimer t(FTM_RENDER_GEOMETRY);
-
-	LLFastTimer t2(FTM_POOLS);
-
-	LLGLEnable cull(GL_CULL_FACE);
-
-	LLGLEnable stencil(GL_STENCIL_TEST);
-	glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
-	stop_glerror();
-	glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
-	stop_glerror();
-
-	for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
-	{
-		LLDrawPool *poolp = *iter;
-		if (hasRenderType(poolp->getType()))
-		{
-			poolp->prerender();
-		}
-	}
-
-	LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
-
-	LLVertexBuffer::unbind();
-
-	LLGLState::checkStates();
-	LLGLState::checkTextureChannels();
-	LLGLState::checkClientArrays();
-
-	U32 cur_type = 0;
-
-	gGL.setColorMask(true, true);
-	
-	pool_set_t::iterator iter1 = mPools.begin();
-
-	while ( iter1 != mPools.end() )
-	{
-		LLDrawPool *poolp = *iter1;
-		
-		cur_type = poolp->getType();
-
-		pool_set_t::iterator iter2 = iter1;
-		if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
-		{
-			LLFastTimer t(FTM_POOLRENDER);
-
-			gGLLastMatrix = NULL;
-			glLoadMatrixd(gGLModelView);
-		
-			for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
-			{
-				LLVertexBuffer::unbind();
-				poolp->beginDeferredPass(i);
-				for (iter2 = iter1; iter2 != mPools.end(); iter2++)
-				{
-					LLDrawPool *p = *iter2;
-					if (p->getType() != cur_type)
-					{
-						break;
-					}
-										
-					p->renderDeferred(i);
-				}
-				poolp->endDeferredPass(i);
-				LLVertexBuffer::unbind();
-
-				if (gDebugGL || gDebugPipeline)
-				{
-					GLint depth;
-					glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
-					if (depth > 3)
-					{
-						llerrs << "GL matrix stack corrupted!" << llendl;
-					}
-					LLGLState::checkStates();
-				}
-			}
-		}
-		else
-		{
-			// Skip all pools of this type
-			for (iter2 = iter1; iter2 != mPools.end(); iter2++)
-			{
-				LLDrawPool *p = *iter2;
-				if (p->getType() != cur_type)
-				{
-					break;
-				}
-			}
-		}
-		iter1 = iter2;
-		stop_glerror();
-	}
-
-	gGLLastMatrix = NULL;
-	glLoadMatrixd(gGLModelView);
-
-	gGL.setColorMask(true, false);
-}
-
-void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
-{
-	LLMemType mt_rgpd(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_POST_DEF);
-	LLFastTimer t(FTM_POOLS);
-	U32 cur_type = 0;
-
-	LLGLEnable cull(GL_CULL_FACE);
-
-	LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
-
-	calcNearbyLights(camera);
-	setupHWLights(NULL);
-
-	gGL.setColorMask(true, false);
-
-	pool_set_t::iterator iter1 = mPools.begin();
-	BOOL occlude = LLPipeline::sUseOcclusion > 1;
-
-	while ( iter1 != mPools.end() )
-	{
-		LLDrawPool *poolp = *iter1;
-		
-		cur_type = poolp->getType();
-
-		if (occlude && cur_type >= LLDrawPool::POOL_GRASS)
-		{
-			occlude = FALSE;
-			gGLLastMatrix = NULL;
-			glLoadMatrixd(gGLModelView);
-			LLGLSLShader::bindNoShader();
-			doOcclusion(camera);
-			gGL.setColorMask(true, false);
-		}
-
-		pool_set_t::iterator iter2 = iter1;
-		if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
-		{
-			LLFastTimer t(FTM_POOLRENDER);
-
-			gGLLastMatrix = NULL;
-			glLoadMatrixd(gGLModelView);
-		
-			for( S32 i = 0; i < poolp->getNumPostDeferredPasses(); i++ )
-			{
-				LLVertexBuffer::unbind();
-				poolp->beginPostDeferredPass(i);
-				for (iter2 = iter1; iter2 != mPools.end(); iter2++)
-				{
-					LLDrawPool *p = *iter2;
-					if (p->getType() != cur_type)
-					{
-						break;
-					}
-										
-					p->renderPostDeferred(i);
-				}
-				poolp->endPostDeferredPass(i);
-				LLVertexBuffer::unbind();
-
-				if (gDebugGL || gDebugPipeline)
-				{
-					GLint depth;
-					glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &depth);
-					if (depth > 3)
-					{
-						llerrs << "GL matrix stack corrupted!" << llendl;
-					}
-					LLGLState::checkStates();
-				}
-			}
-		}
-		else
-		{
-			// Skip all pools of this type
-			for (iter2 = iter1; iter2 != mPools.end(); iter2++)
-			{
-				LLDrawPool *p = *iter2;
-				if (p->getType() != cur_type)
-				{
-					break;
-				}
-			}
-		}
-		iter1 = iter2;
-		stop_glerror();
-	}
-
-	gGLLastMatrix = NULL;
-	glLoadMatrixd(gGLModelView);
-
-	if (occlude)
-	{
-		occlude = FALSE;
-		gGLLastMatrix = NULL;
-		glLoadMatrixd(gGLModelView);
-		LLGLSLShader::bindNoShader();
-		doOcclusion(camera);
-		gGLLastMatrix = NULL;
-		glLoadMatrixd(gGLModelView);
-	}
-}
-
-void LLPipeline::renderGeomShadow(LLCamera& camera)
-{
-	LLMemType mt_rgs(LLMemType::MTYPE_PIPELINE_RENDER_GEOM_SHADOW);
-	U32 cur_type = 0;
-	
-	LLGLEnable cull(GL_CULL_FACE);
-
-	LLVertexBuffer::unbind();
-
-	pool_set_t::iterator iter1 = mPools.begin();
-	
-	while ( iter1 != mPools.end() )
-	{
-		LLDrawPool *poolp = *iter1;
-		
-		cur_type = poolp->getType();
-
-		pool_set_t::iterator iter2 = iter1;
-		if (hasRenderType(poolp->getType()) && poolp->getNumShadowPasses() > 0)
-		{
-			gGLLastMatrix = NULL;
-			glLoadMatrixd(gGLModelView);
-		
-			for( S32 i = 0; i < poolp->getNumShadowPasses(); i++ )
-			{
-				LLVertexBuffer::unbind();
-				poolp->beginShadowPass(i);
-				for (iter2 = iter1; iter2 != mPools.end(); iter2++)
-				{
-					LLDrawPool *p = *iter2;
-					if (p->getType() != cur_type)
-					{
-						break;
-					}
-										
-					p->renderShadow(i);
-				}
-				poolp->endShadowPass(i);
-				LLVertexBuffer::unbind();
-
-				LLGLState::checkStates();
-			}
-		}
-		else
-		{
-			// Skip all pools of this type
-			for (iter2 = iter1; iter2 != mPools.end(); iter2++)
-			{
-				LLDrawPool *p = *iter2;
-				if (p->getType() != cur_type)
-				{
-					break;
-				}
-			}
-		}
-		iter1 = iter2;
-		stop_glerror();
-	}
-
-	gGLLastMatrix = NULL;
-	glLoadMatrixd(gGLModelView);
-}
-
-
-void LLPipeline::addTrianglesDrawn(S32 index_count, U32 render_type)
-{
-	assertInitialized();
-	S32 count = 0;
-	if (render_type == LLRender::TRIANGLE_STRIP)
-	{
-		count = index_count-2;
-	}
-	else
-	{
-		count = index_count/3;
-	}
-
-	mTrianglesDrawn += count;
-	mBatchCount++;
-	mMaxBatchSize = llmax(mMaxBatchSize, count);
-	mMinBatchSize = llmin(mMinBatchSize, count);
-
-	if (LLPipeline::sRenderFrameTest)
-	{
-		gViewerWindow->getWindow()->swapBuffers();
-		ms_sleep(16);
-	}
-}
-
-void LLPipeline::renderPhysicsDisplay()
-{
-	if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
-	{
-		return;
-	}
-
-	allocatePhysicsBuffer();
-
-	gGL.flush();
-	mPhysicsDisplay.bindTarget();
-	glClearColor(0,0,0,1);
-	gGL.setColorMask(true, true);
-	mPhysicsDisplay.clear();
-	glClearColor(0,0,0,0);
-
-	gGL.setColorMask(true, false);
-
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
-		{
-			LLSpatialPartition* part = region->getSpatialPartition(i);
-			if (part)
-			{
-				if (hasRenderType(part->mDrawableType))
-				{
-					part->renderPhysicsShapes();
-				}
-			}
-		}
-	}
-
-	for (LLCullResult::bridge_list_t::const_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
-	{
-		LLSpatialBridge* bridge = *i;
-		if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
-		{
-			glPushMatrix();
-			glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
-			bridge->renderPhysicsShapes();
-			glPopMatrix();
-		}
-	}
-
-
-	gGL.flush();
-	mPhysicsDisplay.flush();
-}
-
-
-void LLPipeline::renderDebug()
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE);
-
-	assertInitialized();
-
-	gGL.color4f(1,1,1,1);
-
-	gGLLastMatrix = NULL;
-	glLoadMatrixd(gGLModelView);
-	gGL.setColorMask(true, false);
-
-	bool hud_only = hasRenderType(LLPipeline::RENDER_TYPE_HUD);
-
-	if (!hud_only && !mDebugBlips.empty())
-	{ //render debug blips
-		glPointSize(8.f);
-		LLGLDepthTest depth(GL_TRUE, GL_TRUE, GL_ALWAYS);
-
-		gGL.begin(LLRender::POINTS);
-		for (std::list<DebugBlip>::iterator iter = mDebugBlips.begin(); iter != mDebugBlips.end(); )
-		{
-			DebugBlip& blip = *iter;
-
-			blip.mAge += gFrameIntervalSeconds;
-			if (blip.mAge > 2.f)
-			{
-				mDebugBlips.erase(iter++);
-			}
-			else
-			{
-				iter++;
-			}
-
-			blip.mPosition.mV[2] += gFrameIntervalSeconds*2.f;
-
-			gGL.color4fv(blip.mColor.mV);
-			gGL.vertex3fv(blip.mPosition.mV);
-		}
-		gGL.end();
-		gGL.flush();
-		glPointSize(1.f);
-	}
-
-
-	// Debug stuff.
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
-		{
-			LLSpatialPartition* part = region->getSpatialPartition(i);
-			if (part)
-			{
-				if ( hud_only && (part->mDrawableType == RENDER_TYPE_HUD || part->mDrawableType == RENDER_TYPE_HUD_PARTICLES) ||
-					 !hud_only && hasRenderType(part->mDrawableType) )
-				{
-					part->renderDebug();
-				}
-			}
-		}
-	}
-
-	for (LLCullResult::bridge_list_t::const_iterator i = sCull->beginVisibleBridge(); i != sCull->endVisibleBridge(); ++i)
-	{
-		LLSpatialBridge* bridge = *i;
-		if (!bridge->isDead() && hasRenderType(bridge->mDrawableType))
-		{
-			glPushMatrix();
-			glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
-			bridge->renderDebug();
-			glPopMatrix();
-		}
-	}
-
-	if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
-	{
-		LLVertexBuffer::unbind();
-
-		LLGLEnable blend(GL_BLEND);
-		LLGLDepthTest depth(TRUE, FALSE);
-		LLGLDisable cull(GL_CULL_FACE);
-
-		gGL.color4f(1,1,1,1);
-		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-				
-		F32 a = 0.1f;
-
-		F32 col[] =
-		{
-			1,0,0,a,
-			0,1,0,a,
-			0,0,1,a,
-			1,0,1,a,
-			
-			1,1,0,a,
-			0,1,1,a,
-			1,1,1,a,
-			1,0,1,a,
-		};
-
-		for (U32 i = 0; i < 8; i++)
-		{
-			LLVector3* frust = mShadowCamera[i].mAgentFrustum;
-
-			if (i > 3)
-			{ //render shadow frusta as volumes
-				if (mShadowFrustPoints[i-4].empty())
-			{
-					continue;
-				}
-
-				gGL.color4fv(col+(i-4)*4);	
-			
-				gGL.begin(LLRender::TRIANGLE_STRIP);
-				gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
-				gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
-				gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
-				gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
-				gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
-				gGL.end();
-				
-				
-				gGL.begin(LLRender::TRIANGLE_STRIP);
-				gGL.vertex3fv(frust[0].mV);
-				gGL.vertex3fv(frust[1].mV);
-				gGL.vertex3fv(frust[3].mV);
-				gGL.vertex3fv(frust[2].mV);
-				gGL.end();
-				
-				gGL.begin(LLRender::TRIANGLE_STRIP);
-				gGL.vertex3fv(frust[4].mV);
-				gGL.vertex3fv(frust[5].mV);
-				gGL.vertex3fv(frust[7].mV);
-				gGL.vertex3fv(frust[6].mV);
-				gGL.end();		
-			}
-
-	
-			if (i < 4)
-			{
-				
-				//if (i == 0 || !mShadowFrustPoints[i].empty())
-				{
-					//render visible point cloud
-					gGL.flush();
-					glPointSize(8.f);
-					gGL.begin(LLRender::POINTS);
-					
-					F32* c = col+i*4;
-					gGL.color3fv(c);
-
-					for (U32 j = 0; j < mShadowFrustPoints[i].size(); ++j)
-						{
-							gGL.vertex3fv(mShadowFrustPoints[i][j].mV);
-						
-						}
-					gGL.end();
-
-					gGL.flush();
-					glPointSize(1.f);
-
-					LLVector3* ext = mShadowExtents[i]; 
-					LLVector3 pos = (ext[0]+ext[1])*0.5f;
-					LLVector3 size = (ext[1]-ext[0])*0.5f;
-					drawBoxOutline(pos, size);
-
-					//render camera frustum splits as outlines
-					gGL.begin(LLRender::LINES);
-					gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[1].mV);
-					gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[2].mV);
-					gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[3].mV);
-					gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[0].mV);
-					gGL.vertex3fv(frust[4].mV); gGL.vertex3fv(frust[5].mV);
-					gGL.vertex3fv(frust[5].mV); gGL.vertex3fv(frust[6].mV);
-					gGL.vertex3fv(frust[6].mV); gGL.vertex3fv(frust[7].mV);
-					gGL.vertex3fv(frust[7].mV); gGL.vertex3fv(frust[4].mV);
-					gGL.vertex3fv(frust[0].mV); gGL.vertex3fv(frust[4].mV);
-					gGL.vertex3fv(frust[1].mV); gGL.vertex3fv(frust[5].mV);
-					gGL.vertex3fv(frust[2].mV); gGL.vertex3fv(frust[6].mV);
-					gGL.vertex3fv(frust[3].mV); gGL.vertex3fv(frust[7].mV);
-					gGL.end();
-				}
-			}
-
-			/*gGL.flush();
-			glLineWidth(16-i*2);
-			for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-					iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-			{
-				LLViewerRegion* region = *iter;
-				for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
-				{
-					LLSpatialPartition* part = region->getSpatialPartition(j);
-					if (part)
-					{
-						if (hasRenderType(part->mDrawableType))
-						{
-							part->renderIntersectingBBoxes(&mShadowCamera[i]);
-						}
-					}
-				}
-			}
-			gGL.flush();
-			glLineWidth(1.f);*/
-		}
-	}
-
-	if (mRenderDebugMask & RENDER_DEBUG_COMPOSITION)
-	{
-		// Debug composition layers
-		F32 x, y;
-
-		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
-		if (gAgent.getRegion())
-		{
-			gGL.begin(LLRender::POINTS);
-			// Draw the composition layer for the region that I'm in.
-			for (x = 0; x <= 260; x++)
-			{
-				for (y = 0; y <= 260; y++)
-				{
-					if ((x > 255) || (y > 255))
-					{
-						gGL.color4f(1.f, 0.f, 0.f, 1.f);
-					}
-					else
-					{
-						gGL.color4f(0.f, 0.f, 1.f, 1.f);
-					}
-					F32 z = gAgent.getRegion()->getCompositionXY((S32)x, (S32)y);
-					z *= 5.f;
-					z += 50.f;
-					gGL.vertex3f(x, y, z);
-				}
-			}
-			gGL.end();
-		}
-	}
-
-	if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE)
-	{
-		U32 count = 0;
-		U32 size = mGroupQ2.size();
-		LLColor4 col;
-
-		LLVertexBuffer::unbind();
-		LLGLEnable blend(GL_BLEND);
-		gGL.setSceneBlendType(LLRender::BT_ALPHA);
-		LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-		gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
-		
-		gGL.pushMatrix();
-		glLoadMatrixd(gGLModelView);
-		gGLLastMatrix = NULL;
-
-		for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter)
-		{
-			LLSpatialGroup* group = *iter;
-			if (group->isDead())
-			{
-				continue;
-			}
-
-			LLSpatialBridge* bridge = group->mSpatialPartition->asBridge();
-
-			if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead()))
-			{
-				continue;
-			}
-
-			if (bridge)
-			{
-				gGL.pushMatrix();
-				glMultMatrixf((F32*)bridge->mDrawable->getRenderMatrix().mMatrix);
-			}
-
-			F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f);
-
-			
-			LLVector2 c(1.f-alpha, alpha);
-			c.normVec();
-
-			
-			++count;
-			col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.5f);
-			group->drawObjectBox(col);
-
-			if (bridge)
-			{
-				gGL.popMatrix();
-			}
-		}
-
-		gGL.popMatrix();
-	}
-
-	gGL.flush();
-
-	gPipeline.renderPhysicsDisplay();
-}
-
-void LLPipeline::rebuildPools()
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_REBUILD_POOLS);
-
-	assertInitialized();
-
-	S32 max_count = mPools.size();
-	pool_set_t::iterator iter1 = mPools.upper_bound(mLastRebuildPool);
-	while(max_count > 0 && mPools.size() > 0) // && num_rebuilds < MAX_REBUILDS)
-	{
-		if (iter1 == mPools.end())
-		{
-			iter1 = mPools.begin();
-		}
-		LLDrawPool* poolp = *iter1;
-
-		if (poolp->isDead())
-		{
-			mPools.erase(iter1++);
-			removeFromQuickLookup( poolp );
-			if (poolp == mLastRebuildPool)
-			{
-				mLastRebuildPool = NULL;
-			}
-			delete poolp;
-		}
-		else
-		{
-			mLastRebuildPool = poolp;
-			iter1++;
-		}
-		max_count--;
-	}
-
-	if (isAgentAvatarValid())
-	{
-		gAgentAvatarp->rebuildHUD();
-	}
-}
-
-void LLPipeline::addToQuickLookup( LLDrawPool* new_poolp )
-{
-	LLMemType mt(LLMemType::MTYPE_PIPELINE_QUICK_LOOKUP);
-
-	assertInitialized();
-
-	switch( new_poolp->getType() )
-	{
-	case LLDrawPool::POOL_SIMPLE:
-		if (mSimplePool)
-		{
-			llassert(0);
-			llwarns << "Ignoring duplicate simple pool." << llendl;
-		}
-		else
-		{
-			mSimplePool = (LLRenderPass*) new_poolp;
-		}
-		break;
-
-	case LLDrawPool::POOL_GRASS:
-		if (mGrassPool)
-		{
-			llassert(0);
-			llwarns << "Ignoring duplicate grass pool." << llendl;
-		}
-		else
-		{
-			mGrassPool = (LLRenderPass*) new_poolp;
-		}
-		break;
-
-	case LLDrawPool::POOL_FULLBRIGHT:
-		if (mFullbrightPool)
-		{
-			llassert(0);
-			llwarns << "Ignoring duplicate simple pool." << llendl;
-		}
-		else
-		{
-			mFullbrightPool = (LLRenderPass*) new_poolp;
-		}
-		break;
-
-	case LLDrawPool::POOL_INVISIBLE:
-		if (mInvisiblePool)
-		{
-			llassert(0);
-			llwarns << "Ignoring duplicate simple pool." << llendl;
-		}
-		else
-		{
-			mInvisiblePool = (LLRenderPass*) new_poolp;
-		}
-		break;
-
-	case LLDrawPool::POOL_GLOW:
-		if (mGlowPool)
-		{
-			llassert(0);
-			llwarns << "Ignoring duplicate glow pool." << llendl;
-		}
-		else
-		{
-			mGlowPool = (LLRenderPass*) new_poolp;
-		}
-		break;
-
-	case LLDrawPool::POOL_TREE:
-		mTreePools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
-		break;
- 
-	case LLDrawPool::POOL_TERRAIN:
-		mTerrainPools[ uintptr_t(new_poolp->getTexture()) ] = new_poolp ;
-		break;
-
-	case LLDrawPool::POOL_BUMP:
-		if (mBumpPool)
-		{
-			llassert(0);
-			llwarns << "Ignoring duplicate bump pool." << llendl;
-		}
-		else
-		{
-			mBumpPool = new_poolp;
-		}
-		break;
-
-	case LLDrawPool::POOL_ALPHA:
-		if( mAlphaPool )
-		{
-			llassert(0);
-			llwarns << "LLPipeline::addPool(): Ignoring duplicate Alpha pool" << llendl;
-		}
-		else
-		{
-			mAlphaPool = new_poolp;
-		}
-		break;
-
-	case LLDrawPool::POOL_AVATAR:
-		break; // Do nothing
-
-	case LLDrawPool::POOL_SKY:
-		if( mSkyPool )
-		{
-			llassert(0);
-			llwarns << "LLPipeline::addPool(): Ignoring duplicate Sky pool" << llendl;
-		}
-		else
-		{
-			mSkyPool = new_poolp;
-		}
-		break;
-	
-	case LLDrawPool::POOL_WATER:
-		if( mWaterPool )
-		{
-			llassert(0);
-			llwarns << "LLPipeline::addPool(): Ignoring duplicate Water pool" << llendl;
-		}
-		else
-		{
-			mWaterPool = new_poolp;
-		}
-		break;
-
-	case LLDrawPool::POOL_GROUND:
-		if( mGroundPool )
-		{
-			llassert(0);
-			llwarns << "LLPipeline::addPool(): Ignoring duplicate Ground Pool" << llendl;
-		}
-		else
-		{ 
-			mGroundPool = new_poolp;
-		}
-		break;
-
-	case LLDrawPool::POOL_WL_SKY:
-		if( mWLSkyPool )
-		{
-			llassert(0);
-			llwarns << "LLPipeline::addPool(): Ignoring duplicate WLSky Pool" << llendl;
-		}
-		else
-		{ 
-			mWLSkyPool = new_poolp;
-		}
-		break;
-
-	default:
-		llassert(0);
-		llwarns << "Invalid Pool Type in  LLPipeline::addPool()" << llendl;
-		break;
-	}
-}
-
-void LLPipeline::removePool( LLDrawPool* poolp )
-{
-	assertInitialized();
-	removeFromQuickLookup(poolp);
-	mPools.erase(poolp);
-	delete poolp;
-}
-
-void LLPipeline::removeFromQuickLookup( LLDrawPool* poolp )
-{
-	assertInitialized();
-	LLMemType mt(LLMemType::MTYPE_PIPELINE);
-	switch( poolp->getType() )
-	{
-	case LLDrawPool::POOL_SIMPLE:
-		llassert(mSimplePool == poolp);
-		mSimplePool = NULL;
-		break;
-
-	case LLDrawPool::POOL_GRASS:
-		llassert(mGrassPool == poolp);
-		mGrassPool = NULL;
-		break;
-
-	case LLDrawPool::POOL_FULLBRIGHT:
-		llassert(mFullbrightPool == poolp);
-		mFullbrightPool = NULL;
-		break;
-
-	case LLDrawPool::POOL_INVISIBLE:
-		llassert(mInvisiblePool == poolp);
-		mInvisiblePool = NULL;
-		break;
-
-	case LLDrawPool::POOL_WL_SKY:
-		llassert(mWLSkyPool == poolp);
-		mWLSkyPool = NULL;
-		break;
-
-	case LLDrawPool::POOL_GLOW:
-		llassert(mGlowPool == poolp);
-		mGlowPool = NULL;
-		break;
-
-	case LLDrawPool::POOL_TREE:
-		#ifdef _DEBUG
-			{
-				BOOL found = mTreePools.erase( (uintptr_t)poolp->getTexture() );
-				llassert( found );
-			}
-		#else
-			mTreePools.erase( (uintptr_t)poolp->getTexture() );
-		#endif
-		break;
-
-	case LLDrawPool::POOL_TERRAIN:
-		#ifdef _DEBUG
-			{
-				BOOL found = mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
-				llassert( found );
-			}
-		#else
-			mTerrainPools.erase( (uintptr_t)poolp->getTexture() );
-		#endif
-		break;
-
-	case LLDrawPool::POOL_BUMP:
-		llassert( poolp == mBumpPool );
-		mBumpPool = NULL;
-		break;
-	
-	case LLDrawPool::POOL_ALPHA:
-		llassert( poolp == mAlphaPool );
-		mAlphaPool = NULL;
-		break;
-
-	case LLDrawPool::POOL_AVATAR:
-		break; // Do nothing
-
-	case LLDrawPool::POOL_SKY:
-		llassert( poolp == mSkyPool );
-		mSkyPool = NULL;
-		break;
-
-	case LLDrawPool::POOL_WATER:
-		llassert( poolp == mWaterPool );
-		mWaterPool = NULL;
-		break;
-
-	case LLDrawPool::POOL_GROUND:
-		llassert( poolp == mGroundPool );
-		mGroundPool = NULL;
-		break;
-
-	default:
-		llassert(0);
-		llwarns << "Invalid Pool Type in  LLPipeline::removeFromQuickLookup() type=" << poolp->getType() << llendl;
-		break;
-	}
-}
-
-void LLPipeline::resetDrawOrders()
-{
-	assertInitialized();
-	// Iterate through all of the draw pools and rebuild them.
-	for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
-	{
-		LLDrawPool *poolp = *iter;
-		poolp->resetDrawOrders();
-	}
-}
-
-//============================================================================
-// Once-per-frame setup of hardware lights,
-// including sun/moon, avatar backlight, and up to 6 local lights
-
-void LLPipeline::setupAvatarLights(BOOL for_edit)
-{
-	assertInitialized();
-
-	if (for_edit)
-	{
-		LLColor4 diffuse(1.f, 1.f, 1.f, 0.f);
-		LLVector4 light_pos_cam(-8.f, 0.25f, 10.f, 0.f);  // w==0 => directional light
-		LLMatrix4 camera_mat = LLViewerCamera::getInstance()->getModelview();
-		LLMatrix4 camera_rot(camera_mat.getMat3());
-		camera_rot.invert();
-		LLVector4 light_pos = light_pos_cam * camera_rot;
-		
-		light_pos.normalize();
-
-		LLLightState* light = gGL.getLight(1);
-
-		mHWLightColors[1] = diffuse;
-
-		light->setDiffuse(diffuse);
-		light->setAmbient(LLColor4::black);
-		light->setSpecular(LLColor4::black);
-		light->setPosition(light_pos);
-		light->setConstantAttenuation(1.f);
-		light->setLinearAttenuation(0.f);
-		light->setQuadraticAttenuation(0.f);
-		light->setSpotExponent(0.f);
-		light->setSpotCutoff(180.f);
-	}
-	else if (gAvatarBacklight) // Always true (unless overridden in a devs .ini)
-	{
-		LLVector3 opposite_pos = -1.f * mSunDir;
-		LLVector3 orthog_light_pos = mSunDir % LLVector3::z_axis;
-		LLVector4 backlight_pos = LLVector4(lerp(opposite_pos, orthog_light_pos, 0.3f), 0.0f);
-		backlight_pos.normalize();
-			
-		LLColor4 light_diffuse = mSunDiffuse;
-		LLColor4 backlight_diffuse(1.f - light_diffuse.mV[VRED], 1.f - light_diffuse.mV[VGREEN], 1.f - light_diffuse.mV[VBLUE], 1.f);
-		F32 max_component = 0.001f;
-		for (S32 i = 0; i < 3; i++)
-		{
-			if (backlight_diffuse.mV[i] > max_component)
-			{
-				max_component = backlight_diffuse.mV[i];
-			}
-		}
-		F32 backlight_mag;
-		if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
-		{
-			backlight_mag = BACKLIGHT_DAY_MAGNITUDE_OBJECT;
-		}
-		else
-		{
-			backlight_mag = BACKLIGHT_NIGHT_MAGNITUDE_OBJECT;
-		}
-		backlight_diffuse *= backlight_mag / max_component;
-
-		mHWLightColors[1] = backlight_diffuse;
-
-		LLLightState* light = gGL.getLight(1);
-
-		light->setPosition(backlight_pos);
-		light->setDiffuse(backlight_diffuse);
-		light->setAmbient(LLColor4::black);
-		light->setSpecular(LLColor4::black);
-		light->setConstantAttenuation(1.f);
-		light->setLinearAttenuation(0.f);
-		light->setQuadraticAttenuation(0.f);
-		light->setSpotExponent(0.f);
-		light->setSpotCutoff(180.f);
-	}
-	else
-	{
-		LLLightState* light = gGL.getLight(1);
-
-		mHWLightColors[1] = LLColor4::black;
-
-		light->setDiffuse(LLColor4::black);
-		light->setAmbient(LLColor4::black);
-		light->setSpecular(LLColor4::black);
-	}
-}
-
-static F32 calc_light_dist(LLVOVolume* light, const LLVector3& cam_pos, F32 max_dist)
-{
-	F32 inten = light->getLightIntensity();
-	if (inten < .001f)
-	{
-		return max_dist;
-	}
-	F32 radius = light->getLightRadius();
-	BOOL selected = light->isSelected();
-	LLVector3 dpos = light->getRenderPosition() - cam_pos;
-	F32 dist2 = dpos.lengthSquared();
-	if (!selected && dist2 > (max_dist + radius)*(max_dist + radius))
-	{
-		return max_dist;
-	}
-	F32 dist = (F32) sqrt(dist2);
-	dist *= 1.f / inten;
-	dist -= radius;
-	if (selected)
-	{
-		dist -= 10000.f; // selected lights get highest priority
-	}
-	if (light->mDrawable.notNull() && light->mDrawable->isState(LLDrawable::ACTIVE))
-	{
-		// moving lights get a little higher priority (too much causes artifacts)
-		dist -= light->getLightRadius()*0.25f;
-	}
-	return dist;
-}
-
-void LLPipeline::calcNearbyLights(LLCamera& camera)
-{
-	assertInitialized();
-
-	if (LLPipeline::sReflectionRender)
-	{
-		return;
-	}
-
-	if (mLightingDetail >= 1)
-	{
-		// mNearbyLight (and all light_set_t's) are sorted such that
-		// begin() == the closest light and rbegin() == the farthest light
-		const S32 MAX_LOCAL_LIGHTS = 6;
-// 		LLVector3 cam_pos = gAgent.getCameraPositionAgent();
-		LLVector3 cam_pos = LLViewerJoystick::getInstance()->getOverrideCamera() ?
-						camera.getOrigin() : 
-						gAgent.getPositionAgent();
-
-		F32 max_dist = LIGHT_MAX_RADIUS * 4.f; // ignore enitrely lights > 4 * max light rad
-		
-		// UPDATE THE EXISTING NEARBY LIGHTS
-		light_set_t cur_nearby_lights;
-		for (light_set_t::iterator iter = mNearbyLights.begin();
-			iter != mNearbyLights.end(); iter++)
-		{
-			const Light* light = &(*iter);
-			LLDrawable* drawable = light->drawable;
-			LLVOVolume* volight = drawable->getVOVolume();
-			if (!volight || !drawable->isState(LLDrawable::LIGHT))
-			{
-				drawable->clearState(LLDrawable::NEARBY_LIGHT);
-				continue;
-			}
-			if (light->fade <= -LIGHT_FADE_TIME)
-			{
-				drawable->clearState(LLDrawable::NEARBY_LIGHT);
-				continue;
-			}
-			if (!sRenderAttachedLights && volight && volight->isAttachment())
-			{
-				drawable->clearState(LLDrawable::NEARBY_LIGHT);
-				continue;
-			}
-
-			F32 dist = calc_light_dist(volight, cam_pos, max_dist);
-			cur_nearby_lights.insert(Light(drawable, dist, light->fade));
-		}
-		mNearbyLights = cur_nearby_lights;
-				
-		// FIND NEW LIGHTS THAT ARE IN RANGE
-		light_set_t new_nearby_lights;
-		for (LLDrawable::drawable_set_t::iterator iter = mLights.begin();
-			 iter != mLights.end(); ++iter)
-		{
-			LLDrawable* drawable = *iter;
-			LLVOVolume* light = drawable->getVOVolume();
-			if (!light || drawable->isState(LLDrawable::NEARBY_LIGHT))
-			{
-				continue;
-			}
-			if (light->isHUDAttachment())
-			{
-				continue; // no lighting from HUD objects
-			}
-			F32 dist = calc_light_dist(light, cam_pos, max_dist);
-			if (dist >= max_dist)
-			{
-				continue;
-			}
-			if (!sRenderAttachedLights && light && light->isAttachment())
-			{
-				continue;
-			}
-			new_nearby_lights.insert(Light(drawable, dist, 0.f));
-			if (new_nearby_lights.size() > (U32)MAX_LOCAL_LIGHTS)
-			{
-				new_nearby_lights.erase(--new_nearby_lights.end());
-				const Light& last = *new_nearby_lights.rbegin();
-				max_dist = last.dist;
-			}
-		}
-
-		// INSERT ANY NEW LIGHTS
-		for (light_set_t::iterator iter = new_nearby_lights.begin();
-			 iter != new_nearby_lights.end(); iter++)
-		{
-			const Light* light = &(*iter);
-			if (mNearbyLights.size() < (U32)MAX_LOCAL_LIGHTS)
-			{
-				mNearbyLights.insert(*light);
-				((LLDrawable*) light->drawable)->setState(LLDrawable::NEARBY_LIGHT);
-			}
-			else
-			{
-				// crazy cast so that we can overwrite the fade value
-				// even though gcc enforces sets as const
-				// (fade value doesn't affect sort so this is safe)
-				Light* farthest_light = ((Light*) (&(*(mNearbyLights.rbegin()))));
-				if (light->dist < farthest_light->dist)
-				{
-					if (farthest_light->fade >= 0.f)
-					{
-						farthest_light->fade = -gFrameIntervalSeconds;
-					}
-				}
-				else
-				{
-					break; // none of the other lights are closer
-				}
-			}
-		}
-		
-	}
-}
-
-void LLPipeline::setupHWLights(LLDrawPool* pool)
-{
-	assertInitialized();
-
-	// Ambient
-	LLColor4 ambient = gSky.getTotalAmbientColor();
-	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
-
-	// Light 0 = Sun or Moon (All objects)
-	{
-		if (gSky.getSunDirection().mV[2] >= LLSky::NIGHTTIME_ELEVATION_COS)
-		{
-			mSunDir.setVec(gSky.getSunDirection());
-			mSunDiffuse.setVec(gSky.getSunDiffuseColor());
-		}
-		else
-		{
-			mSunDir.setVec(gSky.getMoonDirection());
-			mSunDiffuse.setVec(gSky.getMoonDiffuseColor());
-		}
-
-		F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]);
-		if (max_color > 1.f)
-		{
-			mSunDiffuse *= 1.f/max_color;
-		}
-		mSunDiffuse.clamp();
-
-		LLVector4 light_pos(mSunDir, 0.0f);
-		LLColor4 light_diffuse = mSunDiffuse;
-		mHWLightColors[0] = light_diffuse;
-
-		LLLightState* light = gGL.getLight(0);
-		light->setPosition(light_pos);
-		light->setDiffuse(light_diffuse);
-		light->setAmbient(LLColor4::black);
-		light->setSpecular(LLColor4::black);
-		light->setConstantAttenuation(1.f);
-		light->setLinearAttenuation(0.f);
-		light->setQuadraticAttenuation(0.f);
-		light->setSpotExponent(0.f);
-		light->setSpotCutoff(180.f);
-	}
-	
-	// Light 1 = Backlight (for avatars)
-	// (set by enableLightsAvatar)
-	
-	S32 cur_light = 2;
-	
-	// Nearby lights = LIGHT 2-7
-
-	mLightMovingMask = 0;
-	
-	if (mLightingDetail >= 1)
-	{
-		for (light_set_t::iterator iter = mNearbyLights.begin();
-			 iter != mNearbyLights.end(); ++iter)
-		{
-			LLDrawable* drawable = iter->drawable;
-			LLVOVolume* light = drawable->getVOVolume();
-			if (!light)
-			{
-				continue;
-			}
-			if (drawable->isState(LLDrawable::ACTIVE))
-			{
-				mLightMovingMask |= (1<<cur_light);
-			}
-			
-			LLColor4  light_color = light->getLightColor();
-			light_color.mV[3] = 0.0f;
-
-			F32 fade = iter->fade;
-			if (fade < LIGHT_FADE_TIME)
-			{
-				// fade in/out light
-				if (fade >= 0.f)
-				{
-					fade = fade / LIGHT_FADE_TIME;
-					((Light*) (&(*iter)))->fade += gFrameIntervalSeconds;
-				}
-				else
-				{
-					fade = 1.f + fade / LIGHT_FADE_TIME;
-					((Light*) (&(*iter)))->fade -= gFrameIntervalSeconds;
-				}
-				fade = llclamp(fade,0.f,1.f);
-				light_color *= fade;
-			}
-
-			LLVector3 light_pos(light->getRenderPosition());
-			LLVector4 light_pos_gl(light_pos, 1.0f);
-	
-			F32 light_radius = llmax(light->getLightRadius(), 0.001f);
-
-			F32 x = (3.f * (1.f + light->getLightFalloff())); // why this magic?  probably trying to match a historic behavior.
-			float linatten = x / (light_radius); // % of brightness at radius
-
-			mHWLightColors[cur_light] = light_color;
-			LLLightState* light_state = gGL.getLight(cur_light);
-			
-			light_state->setPosition(light_pos_gl);
-			light_state->setDiffuse(light_color);
-			light_state->setAmbient(LLColor4::black);
-			light_state->setConstantAttenuation(0.f);
-			if (sRenderDeferred)
-			{
-				light_state->setLinearAttenuation(light_radius*1.5f);
-				light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
-			}
-			else
-			{
-				light_state->setLinearAttenuation(linatten);
-				light_state->setQuadraticAttenuation(0.f);
-			}
-			
-			if (light->isLightSpotlight() // directional (spot-)light
-			    && (LLPipeline::sRenderDeferred || gSavedSettings.getBOOL("RenderSpotLightsInNondeferred"))) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on
-			{
-				LLVector3 spotparams = light->getSpotLightParams();
-				LLQuaternion quat = light->getRenderRotation();
-				LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction
-				at_axis *= quat;
-
-				light_state->setSpotDirection(at_axis);
-				light_state->setSpotCutoff(90.f);
-				light_state->setSpotExponent(2.f);
-	
-				light_state->setSpecular(LLColor4::black);
-			}
-			else // omnidirectional (point) light
-			{
-				light_state->setSpotExponent(0.f);
-				light_state->setSpotCutoff(180.f);
-				
-				// we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
-				const LLColor4 specular(0.f, 0.f, 0.f, 1.f);
-				light_state->setSpecular(specular);				
-			}
-			cur_light++;
-			if (cur_light >= 8)
-			{
-				break; // safety
-			}
-		}
-	}
-	for ( ; cur_light < 8 ; cur_light++)
-	{
-		mHWLightColors[cur_light] = LLColor4::black;
-		LLLightState* light = gGL.getLight(cur_light);
-
-		light->setDiffuse(LLColor4::black);
-		light->setAmbient(LLColor4::black);
-		light->setSpecular(LLColor4::black);
-	}
-	if (gAgentAvatarp &&
-		gAgentAvatarp->mSpecialRenderMode == 3)
-	{
-		LLColor4  light_color = LLColor4::white;
-		light_color.mV[3] = 0.0f;
-
-		LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
-		LLVector4 light_pos_gl(light_pos, 1.0f);
-
-		F32 light_radius = 16.f;
-
-			F32 x = 3.f;
-		float linatten = x / (light_radius); // % of brightness at radius
-
-		mHWLightColors[2] = light_color;
-		LLLightState* light = gGL.getLight(2);
-
-		light->setPosition(light_pos_gl);
-		light->setDiffuse(light_color);
-		light->setAmbient(LLColor4::black);
-		light->setSpecular(LLColor4::black);
-		light->setQuadraticAttenuation(0.f);
-		light->setConstantAttenuation(0.f);
-		light->setLinearAttenuation(linatten);
-		light->setSpotExponent(0.f);
-		light->setSpotCutoff(180.f);
-	}
-
-	// Init GL state
-	glDisable(GL_LIGHTING);
-	for (S32 i = 0; i < 8; ++i)
-	{
-		gGL.getLight(i)->disable();
-	}
-	mLightMask = 0;
-}
-
-void LLPipeline::enableLights(U32 mask)
-{
-	assertInitialized();
-
-	if (mLightingDetail == 0)
-	{
-		mask &= 0xf003; // sun and backlight only (and fullbright bit)
-	}
-	if (mLightMask != mask)
-	{
-		stop_glerror();
-		if (!mLightMask)
-		{
-			glEnable(GL_LIGHTING);
-		}
-		if (mask)
-		{
-			stop_glerror();
-			for (S32 i=0; i<8; i++)
-			{
-				LLLightState* light = gGL.getLight(i);
-				if (mask & (1<<i))
-				{
-					light->enable();
-					light->setDiffuse(mHWLightColors[i]);
-				}
-				else
-				{
-					light->disable();
-					light->setDiffuse(LLColor4::black);
-				}
-			}
-			stop_glerror();
-		}
-		else
-		{
-			glDisable(GL_LIGHTING);
-		}
-		stop_glerror();
-		mLightMask = mask;
-		LLColor4 ambient = gSky.getTotalAmbientColor();
-		glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
-		stop_glerror();
-	}
-}
-
-void LLPipeline::enableLightsStatic()
-{
-	assertInitialized();
-	U32 mask = 0x01; // Sun
-	if (mLightingDetail >= 2)
-	{
-		mask |= mLightMovingMask; // Hardware moving lights
-	}
-	else
-	{
-		mask |= 0xff & (~2); // Hardware local lights
-	}
-	enableLights(mask);
-}
-
-void LLPipeline::enableLightsDynamic()
-{
-	assertInitialized();
-	U32 mask = 0xff & (~2); // Local lights
-	enableLights(mask);
-	
-	if (isAgentAvatarValid() && getLightingDetail() <= 0)
-	{
-		if (gAgentAvatarp->mSpecialRenderMode == 0) // normal
-		{
-			gPipeline.enableLightsAvatar();
-		}
-		else if (gAgentAvatarp->mSpecialRenderMode >= 1)  // anim preview
-		{
-			gPipeline.enableLightsAvatarEdit(LLColor4(0.7f, 0.6f, 0.3f, 1.f));
-		}
-	}
-}
-
-void LLPipeline::enableLightsAvatar()
-{
-	U32 mask = 0xff; // All lights
-	setupAvatarLights(FALSE);
-	enableLights(mask);
-}
-
-void LLPipeline::enableLightsPreview()
-{
-	disableLights();
-
-	glEnable(GL_LIGHTING);
-	LLColor4 ambient = gSavedSettings.getColor4("PreviewAmbientColor");
-	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient.mV);
-
-
-	LLColor4 diffuse0 = gSavedSettings.getColor4("PreviewDiffuse0");
-	LLColor4 specular0 = gSavedSettings.getColor4("PreviewSpecular0");
-	LLColor4 diffuse1 = gSavedSettings.getColor4("PreviewDiffuse1");
-	LLColor4 specular1 = gSavedSettings.getColor4("PreviewSpecular1");
-	LLColor4 diffuse2 = gSavedSettings.getColor4("PreviewDiffuse2");
-	LLColor4 specular2 = gSavedSettings.getColor4("PreviewSpecular2");
-
-	LLVector3 dir0 = gSavedSettings.getVector3("PreviewDirection0");
-	LLVector3 dir1 = gSavedSettings.getVector3("PreviewDirection1");
-	LLVector3 dir2 = gSavedSettings.getVector3("PreviewDirection2");
-
-	dir0.normVec();
-	dir1.normVec();
-	dir2.normVec();
-	
-	LLVector4 light_pos(dir0, 0.0f);
-
-	LLLightState* light = gGL.getLight(0);
-
-	light->enable();
-	light->setPosition(light_pos);
-	light->setDiffuse(diffuse0);
-	light->setAmbient(LLColor4::black);
-	light->setSpecular(specular0);
-	light->setSpotExponent(0.f);
-	light->setSpotCutoff(180.f);
-
-	light_pos = LLVector4(dir1, 0.f);
-
-	light = gGL.getLight(1);
-	light->enable();
-	light->setPosition(light_pos);
-	light->setDiffuse(diffuse1);
-	light->setAmbient(LLColor4::black);
-	light->setSpecular(specular1);
-	light->setSpotExponent(0.f);
-	light->setSpotCutoff(180.f);
-
-	light_pos = LLVector4(dir2, 0.f);
-	light = gGL.getLight(2);
-	light->enable();
-	light->setPosition(light_pos);
-	light->setDiffuse(diffuse2);
-	light->setAmbient(LLColor4::black);
-	light->setSpecular(specular2);
-	light->setSpotExponent(0.f);
-	light->setSpotCutoff(180.f);
-}
-
-
-void LLPipeline::enableLightsAvatarEdit(const LLColor4& color)
-{
-	U32 mask = 0x2002; // Avatar backlight only, set ambient
-	setupAvatarLights(TRUE);
-	enableLights(mask);
-
-	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
-}
-
-void LLPipeline::enableLightsFullbright(const LLColor4& color)
-{
-	assertInitialized();
-	U32 mask = 0x1000; // Non-0 mask, set ambient
-	enableLights(mask);
-
-	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,color.mV);
-}
-
-void LLPipeline::disableLights()
-{
-	enableLights(0); // no lighting (full bright)
-}
-
-//============================================================================
-
-class LLMenuItemGL;
-class LLInvFVBridge;
-struct cat_folder_pair;
-class LLVOBranch;
-class LLVOLeaf;
-
-void LLPipeline::findReferences(LLDrawable *drawablep)
-{
-	assertInitialized();
-	if (mLights.find(drawablep) != mLights.end())
-	{
-		llinfos << "In mLights" << llendl;
-	}
-	if (std::find(mMovedList.begin(), mMovedList.end(), drawablep) != mMovedList.end())
-	{
-		llinfos << "In mMovedList" << llendl;
-	}
-	if (std::find(mShiftList.begin(), mShiftList.end(), drawablep) != mShiftList.end())
-	{
-		llinfos << "In mShiftList" << llendl;
-	}
-	if (mRetexturedList.find(drawablep) != mRetexturedList.end())
-	{
-		llinfos << "In mRetexturedList" << llendl;
-	}
-	
-	if (std::find(mBuildQ1.begin(), mBuildQ1.end(), drawablep) != mBuildQ1.end())
-	{
-		llinfos << "In mBuildQ1" << llendl;
-	}
-	if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end())
-	{
-		llinfos << "In mBuildQ2" << llendl;
-	}
-
-	S32 count;
-	
-	count = gObjectList.findReferences(drawablep);
-	if (count)
-	{
-		llinfos << "In other drawables: " << count << " references" << llendl;
-	}
-}
-
-BOOL LLPipeline::verify()
-{
-	BOOL ok = assertInitialized();
-	if (ok) 
-	{
-		for (pool_set_t::iterator iter = mPools.begin(); iter != mPools.end(); ++iter)
-		{
-			LLDrawPool *poolp = *iter;
-			if (!poolp->verify())
-			{
-				ok = FALSE;
-			}
-		}
-	}
-
-	if (!ok)
-	{
-		llwarns << "Pipeline verify failed!" << llendl;
-	}
-	return ok;
-}
-
-//////////////////////////////
-//
-// Collision detection
-//
-//
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- *	A method to compute a ray-AABB intersection.
- *	Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990
- *	Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
- *	Epsilon value added by Klaus Hartmann. (discarding it saves a few cycles only)
- *
- *	Hence this version is faster as well as more robust than the original one.
- *
- *	Should work provided:
- *	1) the integer representation of 0.0f is 0x00000000
- *	2) the sign bit of the float is the most significant one
- *
- *	Report bugs: p.terdiman@codercorner.com
- *
- *	\param		aabb		[in] the axis-aligned bounding box
- *	\param		origin		[in] ray origin
- *	\param		dir			[in] ray direction
- *	\param		coord		[out] impact coordinates
- *	\return		true if ray intersects AABB
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-//#define RAYAABB_EPSILON 0.00001f
-#define IR(x)	((U32&)x)
-
-bool LLRayAABB(const LLVector3 &center, const LLVector3 &size, const LLVector3& origin, const LLVector3& dir, LLVector3 &coord, F32 epsilon)
-{
-	BOOL Inside = TRUE;
-	LLVector3 MinB = center - size;
-	LLVector3 MaxB = center + size;
-	LLVector3 MaxT;
-	MaxT.mV[VX]=MaxT.mV[VY]=MaxT.mV[VZ]=-1.0f;
-
-	// Find candidate planes.
-	for(U32 i=0;i<3;i++)
-	{
-		if(origin.mV[i] < MinB.mV[i])
-		{
-			coord.mV[i]	= MinB.mV[i];
-			Inside		= FALSE;
-
-			// Calculate T distances to candidate planes
-			if(IR(dir.mV[i]))	MaxT.mV[i] = (MinB.mV[i] - origin.mV[i]) / dir.mV[i];
-		}
-		else if(origin.mV[i] > MaxB.mV[i])
-		{
-			coord.mV[i]	= MaxB.mV[i];
-			Inside		= FALSE;
-
-			// Calculate T distances to candidate planes
-			if(IR(dir.mV[i]))	MaxT.mV[i] = (MaxB.mV[i] - origin.mV[i]) / dir.mV[i];
-		}
-	}
-
-	// Ray origin inside bounding box
-	if(Inside)
-	{
-		coord = origin;
-		return true;
-	}
-
-	// Get largest of the maxT's for final choice of intersection
-	U32 WhichPlane = 0;
-	if(MaxT.mV[1] > MaxT.mV[WhichPlane])	WhichPlane = 1;
-	if(MaxT.mV[2] > MaxT.mV[WhichPlane])	WhichPlane = 2;
-
-	// Check final candidate actually inside box
-	if(IR(MaxT.mV[WhichPlane])&0x80000000) return false;
-
-	for(U32 i=0;i<3;i++)
-	{
-		if(i!=WhichPlane)
-		{
-			coord.mV[i] = origin.mV[i] + MaxT.mV[WhichPlane] * dir.mV[i];
-			if (epsilon > 0)
-			{
-				if(coord.mV[i] < MinB.mV[i] - epsilon || coord.mV[i] > MaxB.mV[i] + epsilon)	return false;
-			}
-			else
-			{
-				if(coord.mV[i] < MinB.mV[i] || coord.mV[i] > MaxB.mV[i])	return false;
-			}
-		}
-	}
-	return true;	// ray hits box
-}
-
-//////////////////////////////
-//
-// Macros, functions, and inline methods from other classes
-//
-//
-
-void LLPipeline::setLight(LLDrawable *drawablep, BOOL is_light)
-{
-	if (drawablep && assertInitialized())
-	{
-		if (is_light)
-		{
-			mLights.insert(drawablep);
-			drawablep->setState(LLDrawable::LIGHT);
-		}
-		else
-		{
-			drawablep->clearState(LLDrawable::LIGHT);
-			mLights.erase(drawablep);
-		}
-	}
-}
-
-//static
-void LLPipeline::toggleRenderType(U32 type)
-{
-	gPipeline.mRenderTypeEnabled[type] = !gPipeline.mRenderTypeEnabled[type];
-	if (type == LLPipeline::RENDER_TYPE_WATER)
-	{
-		gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER] = !gPipeline.mRenderTypeEnabled[LLPipeline::RENDER_TYPE_VOIDWATER];
-	}
-}
-
-//static
-void LLPipeline::toggleRenderTypeControl(void* data)
-{
-	U32 type = (U32)(intptr_t)data;
-	U32 bit = (1<<type);
-	if (gPipeline.hasRenderType(type))
-	{
-		llinfos << "Toggling render type mask " << std::hex << bit << " off" << std::dec << llendl;
-	}
-	else
-	{
-		llinfos << "Toggling render type mask " << std::hex << bit << " on" << std::dec << llendl;
-	}
-	gPipeline.toggleRenderType(type);
-}
-
-//static
-BOOL LLPipeline::hasRenderTypeControl(void* data)
-{
-	U32 type = (U32)(intptr_t)data;
-	return gPipeline.hasRenderType(type);
-}
-
-// Allows UI items labeled "Hide foo" instead of "Show foo"
-//static
-BOOL LLPipeline::toggleRenderTypeControlNegated(void* data)
-{
-	S32 type = (S32)(intptr_t)data;
-	return !gPipeline.hasRenderType(type);
-}
-
-//static
-void LLPipeline::toggleRenderDebug(void* data)
-{
-	U32 bit = (U32)(intptr_t)data;
-	if (gPipeline.hasRenderDebugMask(bit))
-	{
-		llinfos << "Toggling render debug mask " << std::hex << bit << " off" << std::dec << llendl;
-	}
-	else
-	{
-		llinfos << "Toggling render debug mask " << std::hex << bit << " on" << std::dec << llendl;
-	}
-	gPipeline.mRenderDebugMask ^= bit;
-}
-
-
-//static
-BOOL LLPipeline::toggleRenderDebugControl(void* data)
-{
-	U32 bit = (U32)(intptr_t)data;
-	return gPipeline.hasRenderDebugMask(bit);
-}
-
-//static
-void LLPipeline::toggleRenderDebugFeature(void* data)
-{
-	U32 bit = (U32)(intptr_t)data;
-	gPipeline.mRenderDebugFeatureMask ^= bit;
-}
-
-
-//static
-BOOL LLPipeline::toggleRenderDebugFeatureControl(void* data)
-{
-	U32 bit = (U32)(intptr_t)data;
-	return gPipeline.hasRenderDebugFeatureMask(bit);
-}
-
-void LLPipeline::setRenderDebugFeatureControl(U32 bit, bool value)
-{
-	if (value)
-	{
-		gPipeline.mRenderDebugFeatureMask |= bit;
-	}
-	else
-	{
-		gPipeline.mRenderDebugFeatureMask &= !bit;
-	}
-}
-
-// static
-void LLPipeline::setRenderScriptedBeacons(BOOL val)
-{
-	sRenderScriptedBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderScriptedBeacons(void*)
-{
-	sRenderScriptedBeacons = !sRenderScriptedBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderScriptedBeacons(void*)
-{
-	return sRenderScriptedBeacons;
-}
-
-// static
-void LLPipeline::setRenderScriptedTouchBeacons(BOOL val)
-{
-	sRenderScriptedTouchBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderScriptedTouchBeacons(void*)
-{
-	sRenderScriptedTouchBeacons = !sRenderScriptedTouchBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderScriptedTouchBeacons(void*)
-{
-	return sRenderScriptedTouchBeacons;
-}
-
-// static
-void LLPipeline::setRenderMOAPBeacons(BOOL val)
-{
-	sRenderMOAPBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderMOAPBeacons(void*)
-{
-	sRenderMOAPBeacons = !sRenderMOAPBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderMOAPBeacons(void*)
-{
-	return sRenderMOAPBeacons;
-}
-
-// static
-void LLPipeline::setRenderPhysicalBeacons(BOOL val)
-{
-	sRenderPhysicalBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderPhysicalBeacons(void*)
-{
-	sRenderPhysicalBeacons = !sRenderPhysicalBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderPhysicalBeacons(void*)
-{
-	return sRenderPhysicalBeacons;
-}
-
-// static
-void LLPipeline::setRenderParticleBeacons(BOOL val)
-{
-	sRenderParticleBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderParticleBeacons(void*)
-{
-	sRenderParticleBeacons = !sRenderParticleBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderParticleBeacons(void*)
-{
-	return sRenderParticleBeacons;
-}
-
-// static
-void LLPipeline::setRenderSoundBeacons(BOOL val)
-{
-	sRenderSoundBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderSoundBeacons(void*)
-{
-	sRenderSoundBeacons = !sRenderSoundBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderSoundBeacons(void*)
-{
-	return sRenderSoundBeacons;
-}
-
-// static
-void LLPipeline::setRenderBeacons(BOOL val)
-{
-	sRenderBeacons = val;
-}
-
-// static
-void LLPipeline::toggleRenderBeacons(void*)
-{
-	sRenderBeacons = !sRenderBeacons;
-}
-
-// static
-BOOL LLPipeline::getRenderBeacons(void*)
-{
-	return sRenderBeacons;
-}
-
-// static
-void LLPipeline::setRenderHighlights(BOOL val)
-{
-	sRenderHighlight = val;
-}
-
-// static
-void LLPipeline::toggleRenderHighlights(void*)
-{
-	sRenderHighlight = !sRenderHighlight;
-}
-
-// static
-BOOL LLPipeline::getRenderHighlights(void*)
-{
-	return sRenderHighlight;
-}
-
-LLViewerObject* LLPipeline::lineSegmentIntersectInWorld(const LLVector3& start, const LLVector3& end,
-														BOOL pick_transparent,												
-														S32* face_hit,
-														LLVector3* intersection,         // return the intersection point
-														LLVector2* tex_coord,            // return the texture coordinates of the intersection point
-														LLVector3* normal,               // return the surface normal at the intersection point
-														LLVector3* bi_normal             // return the surface bi-normal at the intersection point
-	)
-{
-	LLDrawable* drawable = NULL;
-
-	LLVector3 local_end = end;
-
-	LLVector3 position;
-
-	sPickAvatar = FALSE; //LLToolMgr::getInstance()->inBuildMode() ? FALSE : TRUE;
-	
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-
-		for (U32 j = 0; j < LLViewerRegion::NUM_PARTITIONS; j++)
-		{
-			if ((j == LLViewerRegion::PARTITION_VOLUME) || 
-				(j == LLViewerRegion::PARTITION_BRIDGE) || 
-				(j == LLViewerRegion::PARTITION_TERRAIN) ||
-				(j == LLViewerRegion::PARTITION_TREE) ||
-				(j == LLViewerRegion::PARTITION_GRASS))  // only check these partitions for now
-			{
-				LLSpatialPartition* part = region->getSpatialPartition(j);
-				if (part && hasRenderType(part->mDrawableType))
-				{
-					LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, bi_normal);
-					if (hit)
-					{
-						drawable = hit;
-						local_end = position;						
-					}
-				}
-			}
-		}
-	}
-	
-	if (!sPickAvatar)
-	{
-		//save hit info in case we need to restore
-		//due to attachment override
-		LLVector3 local_normal;
-		LLVector3 local_binormal;
-		LLVector2 local_texcoord;
-		S32 local_face_hit = -1;
-
-		if (face_hit)
-		{ 
-			local_face_hit = *face_hit;
-		}
-		if (tex_coord)
-		{
-			local_texcoord = *tex_coord;
-		}
-		if (bi_normal)
-		{
-			local_binormal = *bi_normal;
-		}
-		if (normal)
-		{
-			local_normal = *normal;
-		}
-				
-		const F32 ATTACHMENT_OVERRIDE_DIST = 0.1f;
-
-		//check against avatars
-		sPickAvatar = TRUE;
-		for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-				iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-		{
-			LLViewerRegion* region = *iter;
-
-			LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_BRIDGE);
-			if (part && hasRenderType(part->mDrawableType))
-			{
-				LLDrawable* hit = part->lineSegmentIntersect(start, local_end, pick_transparent, face_hit, &position, tex_coord, normal, bi_normal);
-				if (hit)
-				{
-					if (!drawable || 
-						!drawable->getVObj()->isAttachment() ||
-						(position-local_end).magVec() > ATTACHMENT_OVERRIDE_DIST)
-					{ //avatar overrides if previously hit drawable is not an attachment or 
-					  //attachment is far enough away from detected intersection
-						drawable = hit;
-						local_end = position;						
-					}
-					else
-					{ //prioritize attachments over avatars
-						position = local_end;
-
-						if (face_hit)
-						{
-							*face_hit = local_face_hit;
-						}
-						if (tex_coord)
-						{
-							*tex_coord = local_texcoord;
-						}
-						if (bi_normal)
-						{
-							*bi_normal = local_binormal;
-						}
-						if (normal)
-						{
-							*normal = local_normal;
-						}
-					}
-				}
-			}
-		}
-	}
-
-	//check all avatar nametags (silly, isn't it?)
-	for (std::vector< LLCharacter* >::iterator iter = LLCharacter::sInstances.begin();
-		iter != LLCharacter::sInstances.end();
-		++iter)
-	{
-		LLVOAvatar* av = (LLVOAvatar*) *iter;
-		if (av->mNameText.notNull()
-			&& av->mNameText->lineSegmentIntersect(start, local_end, position))
-		{
-			drawable = av->mDrawable;
-			local_end = position;
-		}
-	}
-
-	if (intersection)
-	{
-		*intersection = position;
-	}
-
-	return drawable ? drawable->getVObj().get() : NULL;
-}
-
-LLViewerObject* LLPipeline::lineSegmentIntersectInHUD(const LLVector3& start, const LLVector3& end,
-													  BOOL pick_transparent,													
-													  S32* face_hit,
-													  LLVector3* intersection,         // return the intersection point
-													  LLVector2* tex_coord,            // return the texture coordinates of the intersection point
-													  LLVector3* normal,               // return the surface normal at the intersection point
-													  LLVector3* bi_normal             // return the surface bi-normal at the intersection point
-	)
-{
-	LLDrawable* drawable = NULL;
-
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-
-		BOOL toggle = FALSE;
-		if (!hasRenderType(LLPipeline::RENDER_TYPE_HUD))
-		{
-			toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
-			toggle = TRUE;
-		}
-
-		LLSpatialPartition* part = region->getSpatialPartition(LLViewerRegion::PARTITION_HUD);
-		if (part)
-		{
-			LLDrawable* hit = part->lineSegmentIntersect(start, end, pick_transparent, face_hit, intersection, tex_coord, normal, bi_normal);
-			if (hit)
-			{
-				drawable = hit;
-			}
-		}
-
-		if (toggle)
-		{
-			toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
-		}
-	}
-	return drawable ? drawable->getVObj().get() : NULL;
-}
-
-LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj)
-{
-	if (vobj)
-	{
-		LLViewerRegion* region = vobj->getRegion();
-		if (region)
-		{
-			return region->getSpatialPartition(vobj->getPartitionType());
-		}
-	}
-	return NULL;
-}
-
-void LLPipeline::resetVertexBuffers(LLDrawable* drawable)
-{
-	if (!drawable || drawable->isDead())
-	{
-		return;
-	}
-
-	for (S32 i = 0; i < drawable->getNumFaces(); i++)
-	{
-		LLFace* facep = drawable->getFace(i);
-		facep->clearVertexBuffer();
-	}
-}
-
-void LLPipeline::resetVertexBuffers()
-{	
-	for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); 
-			iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
-	{
-		LLViewerRegion* region = *iter;
-		for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
-		{
-			LLSpatialPartition* part = region->getSpatialPartition(i);
-			if (part)
-			{
-				part->resetVertexBuffers();
-			}
-		}
-	}
-
-	resetDrawOrders();
-
-	gSky.resetVertexBuffers();
-
-	if (LLVertexBuffer::sGLCount > 0)
-	{
-		LLVertexBuffer::cleanupClass();
-	}
-
-	//delete all name pool caches
-	LLGLNamePool::cleanupPools();
-
-	if (LLVertexBuffer::sGLCount > 0)
-	{
-		llwarns << "VBO wipe failed." << llendl;
-	}
-
-	if (!LLVertexBuffer::sStreamIBOPool.mNameList.empty() ||
-		!LLVertexBuffer::sStreamVBOPool.mNameList.empty() ||
-		!LLVertexBuffer::sDynamicIBOPool.mNameList.empty() ||
-		!LLVertexBuffer::sDynamicVBOPool.mNameList.empty())
-	{
-		llwarns << "VBO name pool cleanup failed." << llendl;
-	}
-
-	LLVertexBuffer::unbind();	
-	
-	sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
-	sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
-	LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
-	LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
-	LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");
-	LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ;
-	sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight");
-	sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha");
-	LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
-}
-
-void LLPipeline::renderObjects(U32 type, U32 mask, BOOL texture)
-{
-	LLMemType mt_ro(LLMemType::MTYPE_PIPELINE_RENDER_OBJECTS);
-	assertInitialized();
-	glLoadMatrixd(gGLModelView);
-	gGLLastMatrix = NULL;
-	mSimplePool->pushBatches(type, mask);
-	glLoadMatrixd(gGLModelView);
-	gGLLastMatrix = NULL;		
-}
-
-void apply_cube_face_rotation(U32 face)
-{
-	switch (face)
-	{
-		case 0: 
-			glRotatef(90.f, 0, 1, 0);
-			glRotatef(180.f, 1, 0, 0);
-		break;
-		case 2: 
-			glRotatef(-90.f, 1, 0, 0);
-		break;
-		case 4:
-			glRotatef(180.f, 0, 1, 0);
-			glRotatef(180.f, 0, 0, 1);
-		break;
-		case 1: 
-			glRotatef(-90.f, 0, 1, 0);
-			glRotatef(180.f, 1, 0, 0);
-		break;
-		case 3:
-			glRotatef(90, 1, 0, 0);
-		break;
-		case 5: 
-			glRotatef(180, 0, 0, 1);
-		break;
-	}
-}
-
-void validate_framebuffer_object()
-{                                                           
-	GLenum status;                                            
-	status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); 
-	switch(status) 
-	{                                          
-		case GL_FRAMEBUFFER_COMPLETE:                       
-			//framebuffer OK, no error.
-			break;
-		case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
-			// frame buffer not OK: probably means unsupported depth buffer format
-			llerrs << "Framebuffer Incomplete Missing Attachment." << llendl;
-			break;
-		case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
-			// frame buffer not OK: probably means unsupported depth buffer format
-			llerrs << "Framebuffer Incomplete Attachment." << llendl;
-			break; 
-		case GL_FRAMEBUFFER_UNSUPPORTED:                    
-			/* choose different formats */                        
-			llerrs << "Framebuffer unsupported." << llendl;
-			break;                                                
-		default:                                                
-			llerrs << "Unknown framebuffer status." << llendl;
-			break;
-	}
-}
-
-void LLPipeline::bindScreenToTexture() 
-{
-	
-}
-
-static LLFastTimer::DeclareTimer FTM_RENDER_BLOOM("Bloom");
-
-void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
-{
-	LLMemType mt_ru(LLMemType::MTYPE_PIPELINE_RENDER_BLOOM);
-	if (!(gPipeline.canUseVertexShaders() &&
-		sRenderGlow) ||
-		(!sRenderDeferred && hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES)))
-	{
-		return;
-	}
-
-	LLVertexBuffer::unbind();
-	LLGLState::checkStates();
-	LLGLState::checkTextureChannels();
-
-	assertInitialized();
-
-	if (gUseWireframe)
-	{
-		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-	}
-
-	U32 res_mod = gSavedSettings.getU32("RenderResolutionDivisor");
-
-	LLVector2 tc1(0,0);
-	LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
-				  (F32) gViewerWindow->getWorldViewHeightRaw()*2);
-
-	if (res_mod > 1)
-	{
-		tc2 /= (F32) res_mod;
-	}
-
-	LLFastTimer ftm(FTM_RENDER_BLOOM);
-	gGL.color4f(1,1,1,1);
-	LLGLDepthTest depth(GL_FALSE);
-	LLGLDisable blend(GL_BLEND);
-	LLGLDisable cull(GL_CULL_FACE);
-	
-	enableLightsFullbright(LLColor4(1,1,1,1));
-
-	glMatrixMode(GL_PROJECTION);
-	glPushMatrix();
-	glLoadIdentity();
-	glMatrixMode(GL_MODELVIEW);
-	glPushMatrix();
-	glLoadIdentity();
-
-	LLGLDisable test(GL_ALPHA_TEST);
-
-	gGL.setColorMask(true, true);
-	glClearColor(0,0,0,0);
-		
-	{
-		{
-			LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
-			mGlow[2].bindTarget();
-			mGlow[2].clear();
-		}
-		
-		gGlowExtractProgram.bind();
-		F32 minLum = llmax(gSavedSettings.getF32("RenderGlowMinLuminance"), 0.0f);
-		F32 maxAlpha = gSavedSettings.getF32("RenderGlowMaxExtractAlpha");		
-		F32 warmthAmount = gSavedSettings.getF32("RenderGlowWarmthAmount");	
-		LLVector3 lumWeights = gSavedSettings.getVector3("RenderGlowLumWeights");
-		LLVector3 warmthWeights = gSavedSettings.getVector3("RenderGlowWarmthWeights");
-		gGlowExtractProgram.uniform1f("minLuminance", minLum);
-		gGlowExtractProgram.uniform1f("maxExtractAlpha", maxAlpha);
-		gGlowExtractProgram.uniform3f("lumWeights", lumWeights.mV[0], lumWeights.mV[1], lumWeights.mV[2]);
-		gGlowExtractProgram.uniform3f("warmthWeights", warmthWeights.mV[0], warmthWeights.mV[1], warmthWeights.mV[2]);
-		gGlowExtractProgram.uniform1f("warmthAmount", warmthAmount);
-		LLGLEnable blend_on(GL_BLEND);
-		LLGLEnable test(GL_ALPHA_TEST);
-		
-		gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
-		
-		mScreen.bindTexture(0, 0);
-		
-		gGL.color4f(1,1,1,1);
-		gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
-		gGL.begin(LLRender::TRIANGLE_STRIP);
-		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
-		gGL.vertex2f(-1,-1);
-		
-		gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
-		gGL.vertex2f(-1,3);
-		
-		gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
-		gGL.vertex2f(3,-1);
-		
-		gGL.end();
-		
-		gGL.getTexUnit(0)->unbind(mScreen.getUsage());
-
-		mGlow[2].flush();
-	}
-
-	tc1.setVec(0,0);
-	tc2.setVec(2,2);
-
-	// power of two between 1 and 1024
-	U32 glowResPow = gSavedSettings.getS32("RenderGlowResolutionPow");
-	const U32 glow_res = llmax(1, 
-		llmin(1024, 1 << glowResPow));
-
-	S32 kernel = gSavedSettings.getS32("RenderGlowIterations")*2;
-	F32 delta = gSavedSettings.getF32("RenderGlowWidth") / glow_res;
-	// Use half the glow width if we have the res set to less than 9 so that it looks
-	// almost the same in either case.
-	if (glowResPow < 9)
-	{
-		delta *= 0.5f;
-	}
-	F32 strength = gSavedSettings.getF32("RenderGlowStrength");
-
-	gGlowProgram.bind();
-	gGlowProgram.uniform1f("glowStrength", strength);
-
-	for (S32 i = 0; i < kernel; i++)
-	{
-		{
-			LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
-			mGlow[i%2].bindTarget();
-			mGlow[i%2].clear();
-		}
-			
-		if (i == 0)
-		{
-			gGL.getTexUnit(0)->bind(&mGlow[2]);
-		}
-		else
-		{
-			gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]);
-		}
-
-		if (i%2 == 0)
-		{
-			gGlowProgram.uniform2f("glowDelta", delta, 0);
-		}
-		else
-		{
-			gGlowProgram.uniform2f("glowDelta", 0, delta);
-		}
-
-		gGL.begin(LLRender::TRIANGLE_STRIP);
-		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
-		gGL.vertex2f(-1,-1);
-		
-		gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
-		gGL.vertex2f(-1,3);
-		
-		gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
-		gGL.vertex2f(3,-1);
-		
-		gGL.end();
-		
-		mGlow[i%2].flush();
-	}
-
-	gGlowProgram.unbind();
-
-	if (LLRenderTarget::sUseFBO)
-	{
-		LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
-		glBindFramebuffer(GL_FRAMEBUFFER, 0);
-	}
-
-	gGLViewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
-	gGLViewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
-	gGLViewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
-	gGLViewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
-	glViewport(gGLViewport[0], gGLViewport[1], gGLViewport[2], gGLViewport[3]);
-
-	tc2.setVec((F32) gViewerWindow->getWorldViewWidthRaw(),
-			(F32) gViewerWindow->getWorldViewHeightRaw());
-
-	gGL.flush();
-	
-	LLVertexBuffer::unbind();
-
-	if (LLPipeline::sRenderDeferred)
-	{
-		bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater();
-
-		LLGLSLShader* shader = &gDeferredPostProgram;
-		if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
-		{
-			shader = &gDeferredGIFinalProgram;
-			dof_enabled = false;
-		}
-		else if (!dof_enabled || LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField"))
-		{ //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult
-			shader = &gDeferredPostNoDoFProgram;
-			dof_enabled = false;
-		}
-		
-		
-		LLGLDisable blend(GL_BLEND);
-		bindDeferredShader(*shader);
-
-		if (dof_enabled)
-		{
-			//depth of field focal plane calculations
-
-			static F32 current_distance = 16.f;
-			static F32 start_distance = 16.f;
-			static F32 transition_time = 1.f;
-
-			LLVector3 focus_point;
-
-			LLViewerObject* obj = LLViewerMediaFocus::getInstance()->getFocusedObject();
-			if (obj && obj->mDrawable && obj->isSelected())
-			{ //focus on selected media object
-				S32 face_idx = LLViewerMediaFocus::getInstance()->getFocusedFace();
-				if (obj && obj->mDrawable)
-				{
-					LLFace* face = obj->mDrawable->getFace(face_idx);
-					if (face)
-					{
-						focus_point = face->getPositionAgent();
-					}
-				}
-			}
-		
-			if (focus_point.isExactlyZero())
-			{
-				if (LLViewerJoystick::getInstance()->getOverrideCamera())
-				{ //focus on point under cursor
-					focus_point = gDebugRaycastIntersection;
-				}
-				else if (gAgentCamera.cameraMouselook())
-				{ //focus on point under mouselook crosshairs
-					gViewerWindow->cursorIntersect(-1, -1, 512.f, NULL, -1, FALSE,
-												  NULL,
-												  &focus_point);
-				}
-				else
-				{
-					LLViewerObject* obj = gAgentCamera.getFocusObject();
-					if (obj)
-					{ //focus on alt-zoom target
-						focus_point = LLVector3(gAgentCamera.getFocusGlobal()-gAgent.getRegion()->getOriginGlobal());
-					}
-					else
-					{ //focus on your avatar
-						focus_point = gAgent.getPositionAgent();
-					}
-				}
-			}
-
-			LLVector3 eye = LLViewerCamera::getInstance()->getOrigin();
-			F32 target_distance = 16.f;
-			if (!focus_point.isExactlyZero())
-			{
-				target_distance = LLViewerCamera::getInstance()->getAtAxis() * (focus_point-eye);
-			}
-
-			if (transition_time >= 1.f &&
-				fabsf(current_distance-target_distance)/current_distance > 0.01f)
-			{ //large shift happened, interpolate smoothly to new target distance
-				transition_time = 0.f;
-				start_distance = current_distance;
-			}
-			else if (transition_time < 1.f)
-			{ //currently in a transition, continue interpolating
-				transition_time += 1.f/gSavedSettings.getF32("CameraFocusTransitionTime")*gFrameIntervalSeconds;
-				transition_time = llmin(transition_time, 1.f);
-
-				F32 t = cosf(transition_time*F_PI+F_PI)*0.5f+0.5f;
-				current_distance = start_distance + (target_distance-start_distance)*t;
-			}
-			else
-			{ //small or no change, just snap to target distance
-				current_distance = target_distance;
-			}
-
-			//convert to mm
-			F32 subject_distance = current_distance*1000.f;
-			F32 fnumber = gSavedSettings.getF32("CameraFNumber");
-			F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength");
-
-			F32 fov = LLViewerCamera::getInstance()->getView();
-		
-			const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f;
-			//const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio");
-		
-			//F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight();
-		
-			F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f);
-			//F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f);
-
-			F32 focal_length = dv/(2*tanf(fov/2.f));
-		 
-			//F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle);
-	
-			// from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f))
-			// where	 N = fnumber
-			//			 s2 = dot distance
-			//			 s1 = subject distance
-			//			 f = focal length
-			//	
-
-			F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length));
-			blur_constant /= 1000.f; //convert to meters for shader
-			F32 magnification = focal_length/(subject_distance-focal_length);
-
-			shader->uniform1f("focal_distance", -subject_distance/1000.f);
-			shader->uniform1f("blur_constant", blur_constant);
-			shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle));
-			shader->uniform1f("magnification", magnification);
-		}
-
-		S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
-		if (channel > -1)
-		{
-			mScreen.bindTexture(0, channel);
-		}
-		//channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
-		//if (channel > -1)
-		//{
-			//gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		//}
-
-		gGL.begin(LLRender::TRIANGLE_STRIP);
-		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
-		gGL.vertex2f(-1,-1);
-		
-		gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
-		gGL.vertex2f(-1,3);
-		
-		gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
-		gGL.vertex2f(3,-1);
-		
-		gGL.end();
-
-		unbindDeferredShader(*shader);
-	}
-	else
-	{
-		if (res_mod > 1)
-		{
-			tc2 /= (F32) res_mod;
-		}
-
-		U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TEXCOORD1;
-		LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(mask, 0);
-		buff->allocateBuffer(3,0,TRUE);
-
-		LLStrider<LLVector3> v;
-		LLStrider<LLVector2> uv1;
-		LLStrider<LLVector2> uv2;
-
-		buff->getVertexStrider(v);
-		buff->getTexCoord0Strider(uv1);
-		buff->getTexCoord1Strider(uv2);
-		
-		uv1[0] = LLVector2(0, 0);
-		uv1[1] = LLVector2(0, 2);
-		uv1[2] = LLVector2(2, 0);
-		
-		uv2[0] = LLVector2(0, 0);
-		uv2[1] = LLVector2(0, tc2.mV[1]*2.f);
-		uv2[2] = LLVector2(tc2.mV[0]*2.f, 0);
-		
-		v[0] = LLVector3(-1,-1,0);
-		v[1] = LLVector3(-1,3,0);
-		v[2] = LLVector3(3,-1,0);
-				
-		buff->setBuffer(0);
-
-		LLGLDisable blend(GL_BLEND);
-
-		if (LLGLSLShader::sNoFixedFunction)
-		{
-			gGlowCombineProgram.bind();
-		}
-		else
-		{
-			//tex unit 0
-			gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
-			//tex unit 1
-			gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_ADD, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
-		}
-		
-		gGL.getTexUnit(0)->bind(&mGlow[1]);
-		gGL.getTexUnit(1)->bind(&mScreen);
-		
-		LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
-		
-		buff->setBuffer(mask);
-		buff->drawArrays(LLRender::TRIANGLE_STRIP, 0, 3);
-		
-		if (LLGLSLShader::sNoFixedFunction)
-		{
-			gGlowCombineProgram.unbind();
-		}
-		else
-		{
-			gGL.getTexUnit(1)->disable();
-			gGL.getTexUnit(1)->setTextureBlendType(LLTexUnit::TB_MULT);
-
-			gGL.getTexUnit(0)->activate();
-			gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
-		}
-		
-	}
-
-	if (LLRenderTarget::sUseFBO)
-	{ //copy depth buffer from mScreen to framebuffer
-		LLRenderTarget::copyContentsToFramebuffer(mScreen, 0, 0, mScreen.getWidth(), mScreen.getHeight(), 
-			0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
-	}
-	
-	gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
-	if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
-	{
-		if (LLGLSLShader::sNoFixedFunction)
-		{
-			gUIProgram.bind();
-		}
-
-		gGL.setColorMask(true, false);
-
-		LLVector2 tc1(0,0);
-		LLVector2 tc2((F32) gViewerWindow->getWorldViewWidthRaw()*2,
-				  (F32) gViewerWindow->getWorldViewHeightRaw()*2);
-
-		LLGLEnable blend(GL_BLEND);
-		gGL.color4f(1,1,1,0.75f);
-
-		gGL.getTexUnit(0)->bind(&mPhysicsDisplay);
-
-		gGL.begin(LLRender::TRIANGLE_STRIP);
-		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
-		gGL.vertex2f(-1,-1);
-		
-		gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
-		gGL.vertex2f(-1,3);
-		
-		gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
-		gGL.vertex2f(3,-1);
-		
-		gGL.end();
-		gGL.flush();
-
-		if (LLGLSLShader::sNoFixedFunction)
-		{
-			gUIProgram.unbind();
-		}
-
-	}
-
-	glMatrixMode(GL_PROJECTION);
-	glPopMatrix();
-	glMatrixMode(GL_MODELVIEW);
-	glPopMatrix();
-
-	LLVertexBuffer::unbind();
-
-	LLGLState::checkStates();
-	LLGLState::checkTextureChannels();
-
-}
-
-static LLFastTimer::DeclareTimer FTM_BIND_DEFERRED("Bind Deferred");
-
-void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRenderTarget* gi_source, LLRenderTarget* last_gi_post, U32 noise_map)
-{
-	LLFastTimer t(FTM_BIND_DEFERRED);
-
-	if (noise_map == 0xFFFFFFFF)
-	{
-		noise_map = mNoiseMap;
-	}
-
-	shader.bind();
-	S32 channel = 0;
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
-	if (channel > -1)
-	{
-		mDeferredScreen.bindTexture(0,channel);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-	}
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
-	if (channel > -1)
-	{
-		mDeferredScreen.bindTexture(1, channel);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-	}
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
-	if (channel > -1)
-	{
-		mDeferredScreen.bindTexture(2, channel);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-	}
-
-	if (gi_source)
-	{
-		BOOL has_gi = FALSE;
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
-		if (channel > -1)
-		{
-			has_gi = TRUE;
-			gi_source->bindTexture(0, channel);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		}
-		
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
-		if (channel > -1)
-		{
-			has_gi = TRUE;
-			gi_source->bindTexture(1, channel);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		}
-		
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
-		if (channel > -1)
-		{
-			has_gi = TRUE;
-			gi_source->bindTexture(2, channel);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		}
-		
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
-		if (channel > -1)
-		{
-			has_gi = TRUE;
-			gi_source->bindTexture(1, channel);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		}
-		
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
-		if (channel > -1)
-		{
-			has_gi = TRUE;
-			gi_source->bindTexture(3, channel);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		}
-		
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
-		if (channel > -1)
-		{
-			has_gi = TRUE;
-			last_gi_post->bindTexture(0, channel);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		}
-		
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
-		if (channel > -1)
-		{
-			has_gi = TRUE;
-			last_gi_post->bindTexture(2, channel);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		}
-		
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
-		if (channel > -1)
-		{
-			has_gi = TRUE;
-			last_gi_post->bindTexture(1, channel);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		}
-		
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
-		if (channel > -1)
-		{
-			has_gi = TRUE;
-			last_gi_post->bindTexture(3, channel);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-		}
-		
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
-		if (channel > -1)
-		{
-			has_gi = TRUE;
-			gGL.getTexUnit(channel)->bind(gi_source, TRUE);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-			stop_glerror();
-			
-			glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);		
-			glTexParameteri(LLTexUnit::getInternalType(mGIMap.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);		
-
-			stop_glerror();
-		}
-
-		if (has_gi)
-		{
-			F32 range_x = llmin(mGIRange.mV[0], 1.f);
-			F32 range_y = llmin(mGIRange.mV[1], 1.f);
-
-			LLVector2 scale(range_x,range_y);
-
-			LLVector2 kern[25];
-
-			for (S32 i = 0; i < 5; ++i)
-			{
-				for (S32 j = 0; j < 5; ++j)
-				{
-					S32 idx = i*5+j;
-					kern[idx].mV[0] = (i-2)*0.5f;
-					kern[idx].mV[1] = (j-2)*0.5f;
-					kern[idx].scaleVec(scale);
-				}
-			}
-
-			shader.uniform2fv("gi_kern", 25, (F32*) kern);
-			shader.uniformMatrix4fv("gi_mat", 1, FALSE, mGIMatrix.m);
-			shader.uniformMatrix4fv("gi_mat_proj", 1, FALSE, mGIMatrixProj.m);
-			shader.uniformMatrix4fv("gi_inv_proj", 1, FALSE, mGIInvProj.m);
-			shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);
-		}
-	}
-	stop_glerror();
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
-	if (channel > -1)
-	{
-		gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
-		stop_glerror();
-		
-		//glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);		
-		//glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);		
-
-		stop_glerror();
-
-		glh::matrix4f projection = glh_get_current_projection();
-		glh::matrix4f inv_proj = projection.inverse();
-		
-		shader.uniformMatrix4fv("inv_proj", 1, FALSE, inv_proj.m);
-		shader.uniform4f("viewport", (F32) gGLViewport[0],
-									(F32) gGLViewport[1],
-									(F32) gGLViewport[2],
-									(F32) gGLViewport[3]);
-	}
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
-	if (channel > -1)
-	{
-		gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-	}
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
-	if (channel > -1)
-	{
-		gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLightFunc);
-	}
-
-	stop_glerror();
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage());
-	if (channel > -1)
-	{
-		mDeferredLight[light_index].bindTexture(0, channel);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-	}
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
-	if (channel > -1)
-	{
-		gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
-	}
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
-	if (channel > -1)
-	{
-		mGlow[1].bindTexture(0, channel);
-	}
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
-	if (channel > -1)
-	{
-		gi_source->bindTexture(0, channel);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-	}
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE);
-	if (channel > -1)
-	{
-		mEdgeMap.bindTexture(0, channel);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-	}
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
-	if (channel > -1)
-	{
-		mDeferredLight[1].bindTexture(0, channel);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-	}
-
-	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
-	if (channel > -1)
-	{
-		mDeferredLight[2].bindTexture(0, channel);
-		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-	}
-
-
-	stop_glerror();
-
-	for (U32 i = 0; i < 4; i++)
-	{
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE);
-		stop_glerror();
-		if (channel > -1)
-		{
-			stop_glerror();
-			gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-			gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
-			stop_glerror();
-			
-			glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
-			glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
-			stop_glerror();
-		}
-	}
-
-	for (U32 i = 4; i < 6; i++)
-	{
-		channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i);
-		stop_glerror();
-		if (channel > -1)
-		{
-			stop_glerror();
-			gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE);
-			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-			gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
-			stop_glerror();
-			
-			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
-			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
-			stop_glerror();
-		}
-	}
-
-	stop_glerror();
-
-	F32 mat[16*6];
-	for (U32 i = 0; i < 16; i++)
-	{
-		mat[i] = mSunShadowMatrix[0].m[i];
-		mat[i+16] = mSunShadowMatrix[1].m[i];
-		mat[i+32] = mSunShadowMatrix[2].m[i];
-		mat[i+48] = mSunShadowMatrix[3].m[i];
-		mat[i+64] = mSunShadowMatrix[4].m[i];
-		mat[i+80] = mSunShadowMatrix[5].m[i];
-	}
-
-	shader.uniformMatrix4fv("shadow_matrix[0]", 6, FALSE, mat);
-	shader.uniformMatrix4fv("shadow_matrix", 6, FALSE, mat);
-
-	stop_glerror();
-
-	channel = shader.enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
-	if (channel > -1)
-	{
-		LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
-		if (cube_map)
-		{
-			cube_map->enable(channel);
-			cube_map->bind();
-			F64* m = gGLModelView;
-
-			
-			F32 mat[] = { m[0], m[1], m[2],
-						  m[4], m[5], m[6],
-						  m[8], m[9], m[10] };
-		
-			shader.uniform3fv("env_mat[0]", 3, mat);
-			shader.uniform3fv("env_mat", 3, mat);
-		}
-	}
-
-	shader.uniform4fv("shadow_clip", 1, mSunClipPlanes.mV);
-	shader.uniform1f("sun_wash", gSavedSettings.getF32("RenderDeferredSunWash"));
-	shader.uniform1f("shadow_noise", gSavedSettings.getF32("RenderShadowNoise"));
-	shader.uniform1f("blur_size", gSavedSettings.getF32("RenderShadowBlurSize"));
-
-	shader.uniform1f("ssao_radius", gSavedSettings.getF32("RenderSSAOScale"));
-	shader.uniform1f("ssao_max_radius", gSavedSettings.getU32("RenderSSAOMaxScale"));
-
-	F32 ssao_factor = gSavedSettings.getF32("RenderSSAOFactor");
-	shader.uniform1f("ssao_factor", ssao_factor);
-	shader.uniform1f("ssao_factor_inv", 1.0/ssao_factor);
-
-	LLVector3 ssao_effect = gSavedSettings.getVector3("RenderSSAOEffect");
-	F32 matrix_diag = (ssao_effect[0] + 2.0*ssao_effect[1])/3.0;
-	F32 matrix_nondiag = (ssao_effect[0] - ssao_effect[1])/3.0;
-	// This matrix scales (proj of color onto <1/rt(3),1/rt(3),1/rt(3)>) by
-	// value factor, and scales remainder by saturation factor
-	F32 ssao_effect_mat[] = {	matrix_diag, matrix_nondiag, matrix_nondiag,
-								matrix_nondiag, matrix_diag, matrix_nondiag,
-								matrix_nondiag, matrix_nondiag, matrix_diag};
-	shader.uniformMatrix3fv("ssao_effect_mat", 1, GL_FALSE, ssao_effect_mat);
-
-	F32 shadow_offset_error = 1.f + gSavedSettings.getF32("RenderShadowOffsetError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
-	F32 shadow_bias_error = 1.f + gSavedSettings.getF32("RenderShadowBiasError") * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2]);
-
-	shader.uniform2f("screen_res", mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
-	shader.uniform1f("near_clip", LLViewerCamera::getInstance()->getNear()*2.f);
-	shader.uniform1f ("shadow_offset", gSavedSettings.getF32("RenderShadowOffset")*shadow_offset_error);
-	shader.uniform1f("shadow_bias", gSavedSettings.getF32("RenderShadowBias")*shadow_bias_error);
-	shader.uniform1f ("spot_shadow_offset", gSavedSettings.getF32("RenderSpotShadowOffset"));
-	shader.uniform1f("spot_shadow_bias", gSavedSettings.getF32("RenderSpotShadowBias"));	
-
-	shader.uniform1f("lum_scale", gSavedSettings.getF32("RenderLuminanceScale"));
-	shader.uniform1f("sun_lum_scale", gSavedSettings.getF32("RenderSunLuminanceScale"));
-	shader.uniform1f("sun_lum_offset", gSavedSettings.getF32("RenderSunLuminanceOffset"));
-	shader.uniform1f("lum_lod", gSavedSettings.getF32("RenderLuminanceDetail"));
-	shader.uniform1f("gi_range", gSavedSettings.getF32("RenderGIRange"));
-	shader.uniform1f("gi_brightness", gSavedSettings.getF32("RenderGIBrightness"));
-	shader.uniform1f("gi_luminance", gSavedSettings.getF32("RenderGILuminance"));
-	shader.uniform1f("gi_edge_weight", gSavedSettings.getF32("RenderGIBlurEdgeWeight"));
-	shader.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
-	shader.uniform1f("gi_sample_width", mGILightRadius);
-	shader.uniform1f("gi_noise", gSavedSettings.getF32("RenderGINoise"));
-	shader.uniform1f("gi_attenuation", gSavedSettings.getF32("RenderGIAttenuation"));
-	shader.uniform1f("gi_ambiance", gSavedSettings.getF32("RenderGIAmbiance"));
-	shader.uniform2f("shadow_res", mShadow[0].getWidth(), mShadow[0].getHeight());
-	shader.uniform2f("proj_shadow_res", mShadow[4].getWidth(), mShadow[4].getHeight());
-	shader.uniform1f("depth_cutoff", gSavedSettings.getF32("RenderEdgeDepthCutoff"));
-	shader.uniform1f("norm_cutoff", gSavedSettings.getF32("RenderEdgeNormCutoff"));
-	
-
-	if (shader.getUniformLocation("norm_mat") >= 0)
-	{
-		glh::matrix4f norm_mat = glh_get_current_modelview().inverse().transpose();
-		shader.uniformMatrix4fv("norm_mat", 1, FALSE, norm_mat.m);
-	}
-}
-
-static LLFastTimer::DeclareTimer FTM_GI_TRACE("Trace");
-static LLFastTimer::DeclareTimer FTM_GI_GATHER("Gather");
-static LLFastTimer::DeclareTimer FTM_SUN_SHADOW("Shadow Map");
-static LLFastTimer::DeclareTimer FTM_SOFTEN_SHADOW("Shadow Soften");
-static LLFastTimer::DeclareTimer FTM_EDGE_DETECTION("Find Edges");
-static LLFastTimer::DeclareTimer FTM_LOCAL_LIGHTS("Local Lights");
-static LLFastTimer::DeclareTimer FTM_ATMOSPHERICS("Atmospherics");
-static LLFastTimer::DeclareTimer FTM_FULLSCREEN_LIGHTS("Fullscreen Lights");
-static LLFastTimer::DeclareTimer FTM_PROJECTORS("Projectors");
-static LLFastTimer::DeclareTimer FTM_POST("Post");
-
-
-void LLPipeline::renderDeferredLighting()
-{
-	if (!sCull)
-	{
-		return;
-	}
-
-	{
-		LLFastTimer ftm(FTM_RENDER_DEFERRED);
-
-		LLViewerCamera* camera = LLViewerCamera::getInstance();
-		{
-			LLGLDepthTest depth(GL_TRUE);
-			mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
-							0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);	
-		}
-
-		LLGLEnable multisample(gSavedSettings.getU32("RenderFSAASamples") > 0 ? GL_MULTISAMPLE_ARB : 0);
-
-		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
-		{
-			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
-		}
-
-		//ati doesn't seem to love actually using the stencil buffer on FBO's
-		LLGLDisable stencil(GL_STENCIL_TEST);
-		//glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
-		//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
-		gGL.setColorMask(true, true);
-		
-		//draw a cube around every light
-		LLVertexBuffer::unbind();
-
-		LLGLEnable cull(GL_CULL_FACE);
-		LLGLEnable blend(GL_BLEND);
-
-		glh::matrix4f mat = glh_copy_matrix(gGLModelView);
-
-		F32 vert[] = 
-		{
-			-1,1,
-			-1,-3,
-			3,1,
-		};
-		glVertexPointer(2, GL_FLOAT, 0, vert);
-		glColor3f(1,1,1);
-
-		{
-			setupHWLights(NULL); //to set mSunDir;
-			LLVector4 dir(mSunDir, 0.f);
-			glh::vec4f tc(dir.mV);
-			mat.mult_matrix_vec(tc);
-			glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], 0);
-		}
-
-		glPushMatrix();
-		glLoadIdentity();
-		glMatrixMode(GL_PROJECTION);
-		glPushMatrix();
-		glLoadIdentity();
-
-		if (gSavedSettings.getBOOL("RenderDeferredSSAO") || gSavedSettings.getS32("RenderShadowDetail") > 0)
-		{
-			mDeferredLight[0].bindTarget();
-			{ //paint shadow/SSAO light map (direct lighting lightmap)
-				LLFastTimer ftm(FTM_SUN_SHADOW);
-				bindDeferredShader(gDeferredSunProgram, 0);
-
-				glClearColor(1,1,1,1);
-				mDeferredLight[0].clear(GL_COLOR_BUFFER_BIT);
-				glClearColor(0,0,0,0);
-
-				glh::matrix4f inv_trans = glh_get_current_modelview().inverse().transpose();
-
-				const U32 slice = 32;
-				F32 offset[slice*3];
-				for (U32 i = 0; i < 4; i++)
-				{
-					for (U32 j = 0; j < 8; j++)
-					{
-						glh::vec3f v;
-						v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
-						v.normalize();
-						inv_trans.mult_matrix_vec(v);
-						v.normalize();
-						offset[(i*8+j)*3+0] = v.v[0];
-						offset[(i*8+j)*3+1] = v.v[2];
-						offset[(i*8+j)*3+2] = v.v[1];
-					}
-				}
-
-				gDeferredSunProgram.uniform3fv("offset", slice, offset);
-				gDeferredSunProgram.uniform2f("screenRes", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
-				
-				{
-					LLGLDisable blend(GL_BLEND);
-					LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
-					stop_glerror();
-					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-					stop_glerror();
-				}
-				
-				unbindDeferredShader(gDeferredSunProgram);
-			}
-			mDeferredLight[0].flush();
-		}
-		
-		{ //global illumination specific block (still experimental)
-			if (gSavedSettings.getBOOL("RenderDeferredBlurLight") &&
-			    gSavedSettings.getBOOL("RenderDeferredGI"))
-			{
-				LLFastTimer ftm(FTM_EDGE_DETECTION);
-				//generate edge map
-				LLGLDisable blend(GL_BLEND);
-				LLGLDisable test(GL_ALPHA_TEST);
-				LLGLDepthTest depth(GL_FALSE);
-				LLGLDisable stencil(GL_STENCIL_TEST);
-
-				{
-					gDeferredEdgeProgram.bind();
-					mEdgeMap.bindTarget();
-					bindDeferredShader(gDeferredEdgeProgram);
-					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-					unbindDeferredShader(gDeferredEdgeProgram);
-					mEdgeMap.flush();
-				}
-			}
-
-			if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
-			{
-				{ //get luminance map from previous frame's light map
-					LLGLEnable blend(GL_BLEND);
-					LLGLDisable test(GL_ALPHA_TEST);
-					LLGLDepthTest depth(GL_FALSE);
-					LLGLDisable stencil(GL_STENCIL_TEST);
-
-					//static F32 fade = 1.f;
-
-					{
-						gGL.setSceneBlendType(LLRender::BT_ALPHA);
-						gLuminanceGatherProgram.bind();
-						gLuminanceGatherProgram.uniform2f("screen_res", mDeferredLight[0].getWidth(), mDeferredLight[0].getHeight());
-						mLuminanceMap.bindTarget();
-						bindDeferredShader(gLuminanceGatherProgram);
-						glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-						unbindDeferredShader(gLuminanceGatherProgram);
-						mLuminanceMap.flush();
-						gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mLuminanceMap.getTexture(), true);
-						gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_TRILINEAR);
-						glGenerateMipmap(GL_TEXTURE_2D);
-					}
-				}
-
-				{ //paint noisy GI map (bounce lighting lightmap)
-					LLFastTimer ftm(FTM_GI_TRACE);
-					LLGLDisable blend(GL_BLEND);
-					LLGLDepthTest depth(GL_FALSE);
-					LLGLDisable test(GL_ALPHA_TEST);
-
-					mGIMapPost[0].bindTarget();
-
-					bindDeferredShader(gDeferredGIProgram, 0, &mGIMap, 0, mTrueNoiseMap);
-					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-					unbindDeferredShader(gDeferredGIProgram);
-					mGIMapPost[0].flush();
-				}
-
-				U32 pass_count = 0;
-				if (gSavedSettings.getBOOL("RenderDeferredBlurLight"))
-				{
-					pass_count = llclamp(gSavedSettings.getU32("RenderGIBlurPasses"), (U32) 1, (U32) 128);
-				}
-
-				for (U32 i = 0; i < pass_count; ++i)
-				{ //gather/soften indirect lighting map
-					LLFastTimer ftm(FTM_GI_GATHER);
-					bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[0], NULL, mTrueNoiseMap);
-					F32 blur_size = gSavedSettings.getF32("RenderGIBlurSize")/((F32) i * gSavedSettings.getF32("RenderGIBlurIncrement")+1.f);
-					gDeferredPostGIProgram.uniform2f("delta", 1.f, 0.f);
-					gDeferredPostGIProgram.uniform1f("kern_scale", blur_size);
-					gDeferredPostGIProgram.uniform1f("gi_blur_brightness", gSavedSettings.getF32("RenderGIBlurBrightness"));
-				
-					mGIMapPost[1].bindTarget();
-					{
-						LLGLDisable blend(GL_BLEND);
-						LLGLDepthTest depth(GL_FALSE);
-						stop_glerror();
-						glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-						stop_glerror();
-					}
-					
-					mGIMapPost[1].flush();
-					unbindDeferredShader(gDeferredPostGIProgram);
-					bindDeferredShader(gDeferredPostGIProgram, 0, &mGIMapPost[1], NULL, mTrueNoiseMap);
-					mGIMapPost[0].bindTarget();
-
-					gDeferredPostGIProgram.uniform2f("delta", 0.f, 1.f);
-
-					{
-						LLGLDisable blend(GL_BLEND);
-						LLGLDepthTest depth(GL_FALSE);
-						stop_glerror();
-						glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-						stop_glerror();
-					}
-					mGIMapPost[0].flush();
-					unbindDeferredShader(gDeferredPostGIProgram);
-				}
-			}
-		}
-
-		if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
-		{ //soften direct lighting lightmap
-			LLFastTimer ftm(FTM_SOFTEN_SHADOW);
-			//blur lightmap
-			mDeferredLight[1].bindTarget();
-
-			glClearColor(1,1,1,1);
-			mDeferredLight[1].clear(GL_COLOR_BUFFER_BIT);
-			glClearColor(0,0,0,0);
-			
-			bindDeferredShader(gDeferredBlurLightProgram);
-
-			LLVector3 go = gSavedSettings.getVector3("RenderShadowGaussian");
-			const U32 kern_length = 4;
-			F32 blur_size = gSavedSettings.getF32("RenderShadowBlurSize");
-			F32 dist_factor = gSavedSettings.getF32("RenderShadowBlurDistFactor");
-
-			// sample symmetrically with the middle sample falling exactly on 0.0
-			F32 x = 0.f;
-
-			LLVector3 gauss[32]; // xweight, yweight, offset
-
-			for (U32 i = 0; i < kern_length; i++)
-			{
-				gauss[i].mV[0] = llgaussian(x, go.mV[0]);
-				gauss[i].mV[1] = llgaussian(x, go.mV[1]);
-				gauss[i].mV[2] = x;
-				x += 1.f;
-			}
-
-			gDeferredBlurLightProgram.uniform2f("delta", 1.f, 0.f);
-			gDeferredBlurLightProgram.uniform1f("dist_factor", dist_factor);
-			gDeferredBlurLightProgram.uniform3fv("kern", kern_length, gauss[0].mV);
-			gDeferredBlurLightProgram.uniform1f("kern_scale", blur_size * (kern_length/2.f - 0.5f));
-		
-			{
-				LLGLDisable blend(GL_BLEND);
-				LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
-				stop_glerror();
-				glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-				stop_glerror();
-			}
-			
-			mDeferredLight[1].flush();
-			unbindDeferredShader(gDeferredBlurLightProgram);
-
-			bindDeferredShader(gDeferredBlurLightProgram, 1);
-			mDeferredLight[0].bindTarget();
-
-			gDeferredBlurLightProgram.uniform2f("delta", 0.f, 1.f);
-
-			{
-				LLGLDisable blend(GL_BLEND);
-				LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
-				stop_glerror();
-				glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-				stop_glerror();
-			}
-			mDeferredLight[0].flush();
-			unbindDeferredShader(gDeferredBlurLightProgram);
-		}
-
-		stop_glerror();
-		glPopMatrix();
-		stop_glerror();
-		glMatrixMode(GL_MODELVIEW);
-		stop_glerror();
-		glPopMatrix();
-		stop_glerror();
-
-		//copy depth and stencil from deferred screen
-		//mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
-		//					0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
-
-		if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
-		{
-			mDeferredLight[1].bindTarget();
-			// clear color buffer here (GI) - zeroing alpha (glow) is important or it will accumulate against sky
-			glClearColor(0,0,0,0);
-			mScreen.clear(GL_COLOR_BUFFER_BIT);
-		}
-		else
-		{
-			mScreen.bindTarget();
-			// clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
-			glClearColor(0,0,0,0);
-			mScreen.clear(GL_COLOR_BUFFER_BIT);
-		}
-
-		if (gSavedSettings.getBOOL("RenderDeferredAtmospheric"))
-		{ //apply sunlight contribution 
-			LLFastTimer ftm(FTM_ATMOSPHERICS);
-			bindDeferredShader(gDeferredSoftenProgram, 0, &mGIMapPost[0]);	
-			{
-				LLGLDepthTest depth(GL_FALSE);
-				LLGLDisable blend(GL_BLEND);
-				LLGLDisable test(GL_ALPHA_TEST);
-
-				//full screen blit
-				glPushMatrix();
-				glLoadIdentity();
-				glMatrixMode(GL_PROJECTION);
-				glPushMatrix();
-				glLoadIdentity();
-
-				glVertexPointer(2, GL_FLOAT, 0, vert);
-				
-				glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-				
-				glPopMatrix();
-				glMatrixMode(GL_MODELVIEW);
-				glPopMatrix();
-			}
-
-			unbindDeferredShader(gDeferredSoftenProgram);
-		}
-
-		{ //render sky
-			LLGLDisable blend(GL_BLEND);
-			LLGLDisable stencil(GL_STENCIL_TEST);
-			gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
-			gPipeline.pushRenderTypeMask();
-			
-			gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
-										LLPipeline::RENDER_TYPE_CLOUDS,
-										LLPipeline::RENDER_TYPE_WL_SKY,
-										LLPipeline::END_RENDER_TYPES);
-								
-			
-			renderGeomPostDeferred(*LLViewerCamera::getInstance());
-			gPipeline.popRenderTypeMask();
-		}
-
-		BOOL render_local = gSavedSettings.getBOOL("RenderLocalLights");
-				
-		if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
-		{
-			mDeferredLight[1].flush();
-			mDeferredLight[2].bindTarget();
-			mDeferredLight[2].clear(GL_COLOR_BUFFER_BIT);
-		}
-
-		if (render_local)
-		{
-			gGL.setSceneBlendType(LLRender::BT_ADD);
-			std::list<LLVector4> fullscreen_lights;
-			LLDrawable::drawable_list_t spot_lights;
-			LLDrawable::drawable_list_t fullscreen_spot_lights;
-
-			for (U32 i = 0; i < 2; i++)
-			{
-				mTargetShadowSpotLight[i] = NULL;
-			}
-
-			std::list<LLVector4> light_colors;
-
-			LLVertexBuffer::unbind();
-
-			F32 v[24];
-			glVertexPointer(3, GL_FLOAT, 0, v);
-			
-			{
-				bindDeferredShader(gDeferredLightProgram);
-				LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-				for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
-				{
-					LLDrawable* drawablep = *iter;
-					
-					LLVOVolume* volume = drawablep->getVOVolume();
-					if (!volume)
-					{
-						continue;
-					}
-
-					if (volume->isAttachment())
-					{
-						if (!sRenderAttachedLights)
-						{
-							continue;
-						}
-					}
-
-
-					LLVector4a center;
-					center.load3(drawablep->getPositionAgent().mV);
-					const F32* c = center.getF32ptr();
-					F32 s = volume->getLightRadius()*1.5f;
-
-					LLColor3 col = volume->getLightColor();
-					col *= volume->getLightIntensity();
-
-					if (col.magVecSquared() < 0.001f)
-					{
-						continue;
-					}
-
-					if (s <= 0.001f)
-					{
-						continue;
-					}
-
-					LLVector4a sa;
-					sa.splat(s);
-					if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
-					{
-						continue;
-					}
-
-					sVisibleLightCount++;
-
-					glh::vec3f tc(c);
-					mat.mult_matrix_vec(tc);
-					
-					//vertex positions are encoded so the 3 bits of their vertex index 
-					//correspond to their axis facing, with bit position 3,2,1 matching
-					//axis facing x,y,z, bit set meaning positive facing, bit clear 
-					//meaning negative facing
-					v[0] = c[0]-s; v[1]  = c[1]-s; v[2]  = c[2]-s;  // 0 - 0000 
-					v[3] = c[0]-s; v[4]  = c[1]-s; v[5]  = c[2]+s;  // 1 - 0001
-					v[6] = c[0]-s; v[7]  = c[1]+s; v[8]  = c[2]-s;  // 2 - 0010
-					v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s;  // 3 - 0011
-																									   
-					v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
-					v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
-					v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
-					v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
-
-					if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
-						camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
-						camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
-						camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
-						camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
-						camera->getOrigin().mV[2] < c[2] - s - 0.2f)
-					{ //draw box if camera is outside box
-						if (render_local)
-						{
-							if (volume->isLightSpotlight())
-							{
-								drawablep->getVOVolume()->updateSpotLightPriority();
-								spot_lights.push_back(drawablep);
-								continue;
-							}
-							
-							LLFastTimer ftm(FTM_LOCAL_LIGHTS);
-							glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
-							glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
-							glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
-								GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
-							stop_glerror();
-						}
-					}
-					else
-					{	
-						if (volume->isLightSpotlight())
-						{
-							drawablep->getVOVolume()->updateSpotLightPriority();
-							fullscreen_spot_lights.push_back(drawablep);
-							continue;
-						}
-
-						fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s*s));
-						light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
-					}
-				}
-				unbindDeferredShader(gDeferredLightProgram);
-			}
-
-			if (!spot_lights.empty())
-			{
-				LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-				bindDeferredShader(gDeferredSpotLightProgram);
-
-				gDeferredSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
-
-				for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
-				{
-					LLFastTimer ftm(FTM_PROJECTORS);
-					LLDrawable* drawablep = *iter;
-
-					LLVOVolume* volume = drawablep->getVOVolume();
-
-					LLVector4a center;
-					center.load3(drawablep->getPositionAgent().mV);
-					const F32* c = center.getF32ptr();
-					F32 s = volume->getLightRadius()*1.5f;
-
-					sVisibleLightCount++;
-
-					glh::vec3f tc(c);
-					mat.mult_matrix_vec(tc);
-					
-					setupSpotLight(gDeferredSpotLightProgram, drawablep);
-					
-					LLColor3 col = volume->getLightColor();
-					col *= volume->getLightIntensity();
-
-					//vertex positions are encoded so the 3 bits of their vertex index 
-					//correspond to their axis facing, with bit position 3,2,1 matching
-					//axis facing x,y,z, bit set meaning positive facing, bit clear 
-					//meaning negative facing
-					v[0] = c[0]-s; v[1]  = c[1]-s; v[2]  = c[2]-s;  // 0 - 0000 
-					v[3] = c[0]-s; v[4]  = c[1]-s; v[5]  = c[2]+s;  // 1 - 0001
-					v[6] = c[0]-s; v[7]  = c[1]+s; v[8]  = c[2]-s;  // 2 - 0010
-					v[9] = c[0]-s; v[10] = c[1]+s; v[11] = c[2]+s;  // 3 - 0011
-																									   
-					v[12] = c[0]+s; v[13] = c[1]-s; v[14] = c[2]-s; // 4 - 0100
-					v[15] = c[0]+s; v[16] = c[1]-s; v[17] = c[2]+s; // 5 - 0101
-					v[18] = c[0]+s; v[19] = c[1]+s; v[20] = c[2]-s; // 6 - 0110
-					v[21] = c[0]+s; v[22] = c[1]+s; v[23] = c[2]+s; // 7 - 0111
-
-					glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
-					glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
-					glDrawRangeElements(GL_TRIANGLE_FAN, 0, 7, 8,
-							GL_UNSIGNED_BYTE, get_box_fan_indices_ptr(camera, center));
-				}
-				gDeferredSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
-				unbindDeferredShader(gDeferredSpotLightProgram);
-			}
-
-			{
-				bindDeferredShader(gDeferredMultiLightProgram);
-			
-				LLGLDepthTest depth(GL_FALSE);
-
-				//full screen blit
-				glPushMatrix();
-				glLoadIdentity();
-				glMatrixMode(GL_PROJECTION);
-				glPushMatrix();
-				glLoadIdentity();
-
-				U32 count = 0;
-
-				const U32 max_count = 8;
-				LLVector4 light[max_count];
-				LLVector4 col[max_count];
-
-				glVertexPointer(2, GL_FLOAT, 0, vert);
-
-				F32 far_z = 0.f;
-
-				while (!fullscreen_lights.empty())
-				{
-					LLFastTimer ftm(FTM_FULLSCREEN_LIGHTS);
-					light[count] = fullscreen_lights.front();
-					fullscreen_lights.pop_front();
-					col[count] = light_colors.front();
-					light_colors.pop_front();
-
-					far_z = llmin(light[count].mV[2]-sqrtf(light[count].mV[3]), far_z);
-
-					count++;
-					if (count == max_count || fullscreen_lights.empty())
-					{
-						gDeferredMultiLightProgram.uniform1i("light_count", count);
-						gDeferredMultiLightProgram.uniform4fv("light", count, (GLfloat*) light);
-						gDeferredMultiLightProgram.uniform4fv("light_col", count, (GLfloat*) col);
-						gDeferredMultiLightProgram.uniform1f("far_z", far_z);
-						far_z = 0.f;
-						count = 0;
-						glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-					}
-				}
-				
-				unbindDeferredShader(gDeferredMultiLightProgram);
-
-				bindDeferredShader(gDeferredMultiSpotLightProgram);
-
-				gDeferredMultiSpotLightProgram.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
-
-				for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
-				{
-					LLFastTimer ftm(FTM_PROJECTORS);
-					LLDrawable* drawablep = *iter;
-					
-					LLVOVolume* volume = drawablep->getVOVolume();
-
-					LLVector3 center = drawablep->getPositionAgent();
-					F32* c = center.mV;
-					F32 s = volume->getLightRadius()*1.5f;
-
-					sVisibleLightCount++;
-
-					glh::vec3f tc(c);
-					mat.mult_matrix_vec(tc);
-					
-					setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
-
-					LLColor3 col = volume->getLightColor();
-					col *= volume->getLightIntensity();
-
-					glTexCoord4f(tc.v[0], tc.v[1], tc.v[2], s*s);
-					glColor4f(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f);
-					glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
-				}
-
-				gDeferredMultiSpotLightProgram.disableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
-				unbindDeferredShader(gDeferredMultiSpotLightProgram);
-
-				glPopMatrix();
-				glMatrixMode(GL_MODELVIEW);
-				glPopMatrix();
-			}
-		}
-
-		gGL.setColorMask(true, true);
-
-		if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
-		{
-			mDeferredLight[2].flush();
-
-			mScreen.bindTarget();
-			mScreen.clear(GL_COLOR_BUFFER_BIT);
-		
-			gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
-			{ //mix various light maps (local, sun, gi)
-				LLFastTimer ftm(FTM_POST);
-				LLGLDisable blend(GL_BLEND);
-				LLGLDisable test(GL_ALPHA_TEST);
-				LLGLDepthTest depth(GL_FALSE);
-				LLGLDisable stencil(GL_STENCIL_TEST);
-			
-				bindDeferredShader(gDeferredPostProgram, 0, &mGIMapPost[0]);
-
-				gDeferredPostProgram.bind();
-
-				LLVertexBuffer::unbind();
-
-				glVertexPointer(2, GL_FLOAT, 0, vert);
-				glColor3f(1,1,1);
-
-				glPushMatrix();
-				glLoadIdentity();
-				glMatrixMode(GL_PROJECTION);
-				glPushMatrix();
-				glLoadIdentity();
-
-				glDrawArrays(GL_TRIANGLES, 0, 3);
-
-				glPopMatrix();
-				glMatrixMode(GL_MODELVIEW);
-				glPopMatrix();
-
-				unbindDeferredShader(gDeferredPostProgram);
-			}
-		}
-	}
-
-	{ //render non-deferred geometry (alpha, fullbright, glow)
-		LLGLDisable blend(GL_BLEND);
-		LLGLDisable stencil(GL_STENCIL_TEST);
-
-		pushRenderTypeMask();
-		andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
-						 LLPipeline::RENDER_TYPE_FULLBRIGHT,
-						 LLPipeline::RENDER_TYPE_VOLUME,
-						 LLPipeline::RENDER_TYPE_GLOW,
-						 LLPipeline::RENDER_TYPE_BUMP,
-						 LLPipeline::RENDER_TYPE_PASS_SIMPLE,
-						 LLPipeline::RENDER_TYPE_PASS_ALPHA,
-						 LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
-						 LLPipeline::RENDER_TYPE_PASS_BUMP,
-						 LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
-						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
-						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
-						 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
-						 LLPipeline::RENDER_TYPE_PASS_GLOW,
-						 LLPipeline::RENDER_TYPE_PASS_GRASS,
-						 LLPipeline::RENDER_TYPE_PASS_SHINY,
-						 LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
-						 LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
-						 LLPipeline::RENDER_TYPE_AVATAR,
-						 END_RENDER_TYPES);
-		
-		renderGeomPostDeferred(*LLViewerCamera::getInstance());
-		popRenderTypeMask();
-	}
-
-	{
-		//render highlights, etc.
-		renderHighlights();
-		mHighlightFaces.clear();
-
-		renderDebug();
-
-		LLVertexBuffer::unbind();
-
-		if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
-		{
-			// Render debugging beacons.
-			gObjectList.renderObjectBeacons();
-			gObjectList.resetObjectBeacons();
-		}
-	}
-
-	mScreen.flush();
-						
-}
-
-void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
-{
-	//construct frustum
-	LLVOVolume* volume = drawablep->getVOVolume();
-	LLVector3 params = volume->getSpotLightParams();
-
-	F32 fov = params.mV[0];
-	F32 focus = params.mV[1];
-
-	LLVector3 pos = drawablep->getPositionAgent();
-	LLQuaternion quat = volume->getRenderRotation();
-	LLVector3 scale = volume->getScale();
-	
-	//get near clip plane
-	LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
-	at_axis *= quat;
-
-	LLVector3 np = pos+at_axis;
-	at_axis.normVec();
-
-	//get origin that has given fov for plane np, at_axis, and given scale
-	F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
-
-	LLVector3 origin = np - at_axis*dist;
-
-	//matrix from volume space to agent space
-	LLMatrix4 light_mat(quat, LLVector4(origin,1.f));
-
-	glh::matrix4f light_to_agent((F32*) light_mat.mMatrix);
-	glh::matrix4f light_to_screen = glh_get_current_modelview() * light_to_agent;
-
-	glh::matrix4f screen_to_light = light_to_screen.inverse();
-
-	F32 s = volume->getLightRadius()*1.5f;
-	F32 near_clip = dist;
-	F32 width = scale.mV[VX];
-	F32 height = scale.mV[VY];
-	F32 far_clip = s+dist-scale.mV[VZ];
-
-	F32 fovy = fov * RAD_TO_DEG;
-	F32 aspect = width/height;
-
-	glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
-				0.f, 0.5f, 0.f, 0.5f,
-				0.f, 0.f, 0.5f, 0.5f,
-				0.f, 0.f, 0.f, 1.f);
-
-	glh::vec3f p1(0, 0, -(near_clip+0.01f));
-	glh::vec3f p2(0, 0, -(near_clip+1.f));
-
-	glh::vec3f screen_origin(0, 0, 0);
-
-	light_to_screen.mult_matrix_vec(p1);
-	light_to_screen.mult_matrix_vec(p2);
-	light_to_screen.mult_matrix_vec(screen_origin);
-
-	glh::vec3f n = p2-p1;
-	n.normalize();
-	
-	F32 proj_range = far_clip - near_clip;
-	glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip);
-	screen_to_light = trans * light_proj * screen_to_light;
-	shader.uniformMatrix4fv("proj_mat", 1, FALSE, screen_to_light.m);
-	shader.uniform1f("proj_near", near_clip);
-	shader.uniform3fv("proj_p", 1, p1.v);
-	shader.uniform3fv("proj_n", 1, n.v);
-	shader.uniform3fv("proj_origin", 1, screen_origin.v);
-	shader.uniform1f("proj_range", proj_range);
-	shader.uniform1f("proj_ambiance", params.mV[2]);
-	S32 s_idx = -1;
-
-	for (U32 i = 0; i < 2; i++)
-	{
-		if (mShadowSpotLight[i] == drawablep)
-		{
-			s_idx = i;
-		}
-	}
-
-	shader.uniform1i("proj_shadow_idx", s_idx);
-
-	if (s_idx >= 0)
-	{
-		shader.uniform1f("shadow_fade", 1.f-mSpotLightFade[s_idx]);
-	}
-	else
-	{
-		shader.uniform1f("shadow_fade", 1.f);
-	}
-
-	{
-		LLDrawable* potential = drawablep;
-		//determine if this is a good light for casting shadows
-		F32 m_pri = volume->getSpotLightPriority();
-
-		for (U32 i = 0; i < 2; i++)
-		{
-			F32 pri = 0.f;
-
-			if (mTargetShadowSpotLight[i].notNull())
-			{
-				pri = mTargetShadowSpotLight[i]->getVOVolume()->getSpotLightPriority();			
-			}
-
-			if (m_pri > pri)
-			{
-				LLDrawable* temp = mTargetShadowSpotLight[i];
-				mTargetShadowSpotLight[i] = potential;
-				potential = temp;
-				m_pri = pri;
-			}
-		}
-	}
-
-	LLViewerTexture* img = volume->getLightTexture();
-
-	if (img == NULL)
-	{
-		img = LLViewerFetchedTexture::sWhiteImagep;
-	}
-
-	S32 channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_PROJECTION);
-
-	if (channel > -1)
-	{
-		if (img)
-		{
-			gGL.getTexUnit(channel)->bind(img);
-
-			F32 lod_range = logf(img->getWidth())/logf(2.f);
-
-			shader.uniform1f("proj_focus", focus);
-			shader.uniform1f("proj_lod", lod_range);
-			shader.uniform1f("proj_ambient_lod", llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
-		}
-	}
-		
-}
-
-void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
-{
-	stop_glerror();
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage());
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage());
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage());
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage());
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);
-	shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_BLOOM);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_NORMAL);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DIFFUSE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_SPECULAR);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_DEPTH);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIN_POS);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MAX_POS);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_NORMAL);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_DIFFUSE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MIN_POS);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LAST_MAX_POS);
-
-	for (U32 i = 0; i < 4; i++)
-	{
-		if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_RECT_TEXTURE) > -1)
-		{
-			glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
-		}
-	}
-
-	for (U32 i = 4; i < 6; i++)
-	{
-		if (shader.disableTexture(LLViewerShaderMgr::DEFERRED_SHADOW0+i) > -1)
-		{
-			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
-		}
-	}
-
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_NOISE);
-	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHTFUNC);
-
-	S32 channel = shader.disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
-	if (channel > -1)
-	{
-		LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
-		if (cube_map)
-		{
-			cube_map->disable();
-		}
-	}
-	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-	gGL.getTexUnit(0)->activate();
-	shader.unbind();
-}
-
-inline float sgn(float a)
-{
-    if (a > 0.0F) return (1.0F);
-    if (a < 0.0F) return (-1.0F);
-    return (0.0F);
-}
-
-void LLPipeline::generateWaterReflection(LLCamera& camera_in)
-{	
-	if (LLPipeline::sWaterReflections && assertInitialized() && LLDrawPoolWater::sNeedsReflectionUpdate)
-	{
-		BOOL skip_avatar_update = FALSE;
-		if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK)
-		{
-			skip_avatar_update = TRUE;
-		}
-
-		if (!skip_avatar_update)
-		{
-			gAgentAvatarp->updateAttachmentVisibility(CAMERA_MODE_THIRD_PERSON);
-		}
-		LLVertexBuffer::unbind();
-
-		LLGLState::checkStates();
-		LLGLState::checkTextureChannels();
-		LLGLState::checkClientArrays();
-
-		LLCamera camera = camera_in;
-		camera.setFar(camera.getFar()*0.87654321f);
-		LLPipeline::sReflectionRender = TRUE;
-		
-		gPipeline.pushRenderTypeMask();
-
-		glh::matrix4f projection = glh_get_current_projection();
-		glh::matrix4f mat;
-
-		stop_glerror();
-		LLPlane plane;
-
-		F32 height = gAgent.getRegion()->getWaterHeight(); 
-		F32 to_clip = fabsf(camera.getOrigin().mV[2]-height);
-		F32 pad = -to_clip*0.05f; //amount to "pad" clip plane by
-
-		//plane params
-		LLVector3 pnorm;
-		F32 pd;
-
-		S32 water_clip = 0;
-		if (!LLViewerCamera::getInstance()->cameraUnderWater())
-		{ //camera is above water, clip plane points up
-			pnorm.setVec(0,0,1);
-			pd = -height;
-			plane.setVec(pnorm, pd);
-			water_clip = -1;
-		}
-		else
-		{	//camera is below water, clip plane points down
-			pnorm = LLVector3(0,0,-1);
-			pd = height;
-			plane.setVec(pnorm, pd);
-			water_clip = 1;
-		}
-
-		if (!LLViewerCamera::getInstance()->cameraUnderWater())
-		{	//generate planar reflection map
-
-			//disable occlusion culling for reflection map for now
-			S32 occlusion = LLPipeline::sUseOcclusion;
-			LLPipeline::sUseOcclusion = 0;
-			gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-			glClearColor(0,0,0,0);
-			mWaterRef.bindTarget();
-			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER0;
-			gGL.setColorMask(true, true);
-			mWaterRef.clear();
-			gGL.setColorMask(true, false);
-
-			mWaterRef.getViewport(gGLViewport);
-
-			stop_glerror();
-
-			glPushMatrix();
-
-			mat.set_scale(glh::vec3f(1,1,-1));
-			mat.set_translate(glh::vec3f(0,0,height*2.f));
-
-			glh::matrix4f current = glh_get_current_modelview();
-
-			mat = current * mat;
-
-			glh_set_current_modelview(mat);
-			glLoadMatrixf(mat.m);
-
-			LLViewerCamera::updateFrustumPlanes(camera, FALSE, TRUE);
-
-			glh::matrix4f inv_mat = mat.inverse();
-
-			glh::vec3f origin(0,0,0);
-			inv_mat.mult_matrix_vec(origin);
-
-			camera.setOrigin(origin.v);
-
-			glCullFace(GL_FRONT);
-
-			static LLCullResult ref_result;
-
-			if (LLDrawPoolWater::sNeedsReflectionUpdate)
-			{
-				//initial sky pass (no user clip plane)
-				{ //mask out everything but the sky
-					gPipeline.pushRenderTypeMask();
-					gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
-						LLPipeline::RENDER_TYPE_WL_SKY,
-						LLPipeline::RENDER_TYPE_CLOUDS,
-						LLPipeline::END_RENDER_TYPES);
-
-					static LLCullResult result;
-					updateCull(camera, result);
-					stateSort(camera, result);
-
-					renderGeom(camera, TRUE);
-
-					gPipeline.popRenderTypeMask();
-				}
-
-				gPipeline.pushRenderTypeMask();
-
-				clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
-					LLPipeline::RENDER_TYPE_VOIDWATER,
-					LLPipeline::RENDER_TYPE_GROUND,
-					LLPipeline::RENDER_TYPE_SKY,
-					LLPipeline::RENDER_TYPE_CLOUDS,
-					LLPipeline::END_RENDER_TYPES);	
-
-				S32 detail = gSavedSettings.getS32("RenderReflectionDetail");
-				if (detail > 0)
-				{ //mask out selected geometry based on reflection detail
-					if (detail < 4)
-					{
-						clearRenderTypeMask(LLPipeline::RENDER_TYPE_PARTICLES, END_RENDER_TYPES);
-						if (detail < 3)
-						{
-							clearRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
-							if (detail < 2)
-							{
-								clearRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME, END_RENDER_TYPES);
-							}
-						}
-					}
-
-					LLGLUserClipPlane clip_plane(plane, mat, projection);
-					LLGLDisable cull(GL_CULL_FACE);
-					updateCull(camera, ref_result, -water_clip, &plane);
-					stateSort(camera, ref_result);
-				}	
-
-				if (LLDrawPoolWater::sNeedsDistortionUpdate)
-				{
-					if (gSavedSettings.getS32("RenderReflectionDetail") > 0)
-					{
-						gPipeline.grabReferences(ref_result);
-						LLGLUserClipPlane clip_plane(plane, mat, projection);
-						renderGeom(camera);
-					}
-				}	
-
-				gPipeline.popRenderTypeMask();
-			}	
-			glCullFace(GL_BACK);
-			glPopMatrix();
-			mWaterRef.flush();
-			glh_set_current_modelview(current);
-			LLPipeline::sUseOcclusion = occlusion;
-		}
-
-		camera.setOrigin(camera_in.getOrigin());
-		//render distortion map
-		static BOOL last_update = TRUE;
-		if (last_update)
-		{
-			camera.setFar(camera_in.getFar());
-			clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
-								LLPipeline::RENDER_TYPE_VOIDWATER,
-								LLPipeline::RENDER_TYPE_GROUND,
-								END_RENDER_TYPES);	
-			stop_glerror();
-
-			LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? FALSE : TRUE;
-
-			if (LLPipeline::sUnderWaterRender)
-			{
-				clearRenderTypeMask(LLPipeline::RENDER_TYPE_GROUND,
-									LLPipeline::RENDER_TYPE_SKY,
-									LLPipeline::RENDER_TYPE_CLOUDS,
-									LLPipeline::RENDER_TYPE_WL_SKY,
-									END_RENDER_TYPES);		
-			}
-			LLViewerCamera::updateFrustumPlanes(camera);
-
-			gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-			LLColor4& col = LLDrawPoolWater::sWaterFogColor;
-			glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
-			mWaterDis.bindTarget();
-			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
-			mWaterDis.getViewport(gGLViewport);
-			
-			if (!LLPipeline::sUnderWaterRender || LLDrawPoolWater::sNeedsReflectionUpdate)
-			{
-				//clip out geometry on the same side of water as the camera
-				mat = glh_get_current_modelview();
-				LLPlane plane(-pnorm, -(pd+pad));
-
-				LLGLUserClipPlane clip_plane(plane, mat, projection);
-				static LLCullResult result;
-				updateCull(camera, result, water_clip, &plane);
-				stateSort(camera, result);
-
-				gGL.setColorMask(true, true);
-				mWaterDis.clear();
-				gGL.setColorMask(true, false);
-
-				renderGeom(camera);
-
-			}
-
-			LLPipeline::sUnderWaterRender = FALSE;
-			mWaterDis.flush();
-		}
-		last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
-
-		LLRenderTarget::unbindTarget();
-
-		LLPipeline::sReflectionRender = FALSE;
-
-		if (!LLRenderTarget::sUseFBO)
-		{
-			glClear(GL_DEPTH_BUFFER_BIT);
-		}
-		glClearColor(0.f, 0.f, 0.f, 0.f);
-		gViewerWindow->setup3DViewport();
-		gPipeline.popRenderTypeMask();
-		LLDrawPoolWater::sNeedsReflectionUpdate = FALSE;
-		LLDrawPoolWater::sNeedsDistortionUpdate = FALSE;
-		LLPlane npnorm(-pnorm, -pd);
-		LLViewerCamera::getInstance()->setUserClipPlane(npnorm);
-		
-		LLGLState::checkStates();
-
-		if (!skip_avatar_update)
-		{
-			gAgentAvatarp->updateAttachmentVisibility(gAgentCamera.getCameraMode());
-		}
-
-		LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
-	}
-}
-
-glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up)
-{
-	glh::matrix4f ret;
-
-	LLVector3 dirN;
-	LLVector3 upN;
-	LLVector3 lftN;
-
-	lftN = dir % up;
-	lftN.normVec();
-	
-	upN = lftN % dir;
-	upN.normVec();
-	
-	dirN = dir;
-	dirN.normVec();
-
-	ret.m[ 0] = lftN[0];
-	ret.m[ 1] = upN[0];
-	ret.m[ 2] = -dirN[0];
-	ret.m[ 3] = 0.f;
-
-	ret.m[ 4] = lftN[1];
-	ret.m[ 5] = upN[1];
-	ret.m[ 6] = -dirN[1];
-	ret.m[ 7] = 0.f;
-
-	ret.m[ 8] = lftN[2];
-	ret.m[ 9] = upN[2];
-	ret.m[10] = -dirN[2];
-	ret.m[11] = 0.f;
-
-	ret.m[12] = -(lftN*pos);
-	ret.m[13] = -(upN*pos);
-	ret.m[14] = dirN*pos;
-	ret.m[15] = 1.f;
-
-	return ret;
-}
-
-glh::matrix4f scale_translate_to_fit(const LLVector3 min, const LLVector3 max)
-{
-	glh::matrix4f ret;
-	ret.m[ 0] = 2/(max[0]-min[0]);
-	ret.m[ 4] = 0;
-	ret.m[ 8] = 0;
-	ret.m[12] = -(max[0]+min[0])/(max[0]-min[0]);
-
-	ret.m[ 1] = 0;
-	ret.m[ 5] = 2/(max[1]-min[1]);
-	ret.m[ 9] = 0;
-	ret.m[13] = -(max[1]+min[1])/(max[1]-min[1]);
-
-	ret.m[ 2] = 0;
-	ret.m[ 6] = 0;
-	ret.m[10] = 2/(max[2]-min[2]);
-	ret.m[14] = -(max[2]+min[2])/(max[2]-min[2]);
-
-	ret.m[ 3] = 0;
-	ret.m[ 7] = 0;
-	ret.m[11] = 0;
-	ret.m[15] = 1;
-
-	return ret;
-}
-
-static LLFastTimer::DeclareTimer FTM_SHADOW_RENDER("Render Shadows");
-static LLFastTimer::DeclareTimer FTM_SHADOW_ALPHA("Alpha Shadow");
-static LLFastTimer::DeclareTimer FTM_SHADOW_SIMPLE("Simple Shadow");
-
-void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& shadow_cam, LLCullResult &result, BOOL use_shader, BOOL use_occlusion)
-{
-	LLFastTimer t(FTM_SHADOW_RENDER);
-
-	//clip out geometry on the same side of water as the camera
-	S32 occlude = LLPipeline::sUseOcclusion;
-	if (!use_occlusion)
-	{
-		LLPipeline::sUseOcclusion = 0;
-	}
-	LLPipeline::sShadowRender = TRUE;
-	
-	U32 types[] = { LLRenderPass::PASS_SIMPLE, LLRenderPass::PASS_FULLBRIGHT, LLRenderPass::PASS_SHINY, LLRenderPass::PASS_BUMP, LLRenderPass::PASS_FULLBRIGHT_SHINY };
-	LLGLEnable cull(GL_CULL_FACE);
-
-	if (use_shader)
-	{
-		gDeferredShadowProgram.bind();
-	}
-
-	updateCull(shadow_cam, result);
-	stateSort(shadow_cam, result);
-	
-	//generate shadow map
-	glMatrixMode(GL_PROJECTION);
-	glPushMatrix();
-	glLoadMatrixf(proj.m);
-	glMatrixMode(GL_MODELVIEW);
-	glPushMatrix();
-	glLoadMatrixd(gGLModelView);
-
-	stop_glerror();
-	gGLLastMatrix = NULL;
-
-	{
-		//LLGLDepthTest depth(GL_TRUE);
-		//glClear(GL_DEPTH_BUFFER_BIT);
-	}
-
-	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-			
-	glColor4f(1,1,1,1);
-	
-	stop_glerror();
-
-	gGL.setColorMask(false, false);
-	
-	//glCullFace(GL_FRONT);
-
-	LLVertexBuffer::unbind();
-
-	{
-		if (!use_shader)
-		{ //occlusion program is general purpose depth-only no-textures
-			gOcclusionProgram.bind();
-		}
-		LLFastTimer ftm(FTM_SHADOW_SIMPLE);
-		gGL.getTexUnit(0)->disable();
-		for (U32 i = 0; i < sizeof(types)/sizeof(U32); ++i)
-		{
-			renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
-		}
-		gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
-		if (!use_shader)
-		{
-			gOcclusionProgram.unbind();
-		}
-	}
-	
-	if (use_shader)
-	{
-		gDeferredShadowProgram.unbind();
-		renderGeomShadow(shadow_cam);
-		gDeferredShadowProgram.bind();
-	}
-	else
-	{
-		renderGeomShadow(shadow_cam);
-	}
-
-	{
-		LLFastTimer ftm(FTM_SHADOW_ALPHA);
-		gDeferredShadowAlphaMaskProgram.bind();
-		gDeferredShadowAlphaMaskProgram.setAlphaRange(0.6f, 1.f);
-		renderObjects(LLRenderPass::PASS_ALPHA_SHADOW, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR, TRUE);
-		glColor4f(1,1,1,1);
-		renderObjects(LLRenderPass::PASS_GRASS, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, TRUE);
-	}
-
-	//glCullFace(GL_BACK);
-
-	gGLLastMatrix = NULL;
-	glLoadMatrixd(gGLModelView);
-	doOcclusion(shadow_cam);
-
-	if (use_shader)
-	{
-		gDeferredShadowProgram.unbind();
-	}
-	
-	gGL.setColorMask(true, true);
-			
-	glMatrixMode(GL_PROJECTION);
-	glPopMatrix();
-	glMatrixMode(GL_MODELVIEW);
-	glPopMatrix();
-	gGLLastMatrix = NULL;
-
-	LLPipeline::sUseOcclusion = occlude;
-	LLPipeline::sShadowRender = FALSE;
-}
-
-static LLFastTimer::DeclareTimer FTM_VISIBLE_CLOUD("Visible Cloud");
-BOOL LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir)
-{
-	LLFastTimer t(FTM_VISIBLE_CLOUD);
-	//get point cloud of intersection of frust and min, max
-
-	if (getVisibleExtents(camera, min, max))
-	{
-		return FALSE;
-	}
-
-	//get set of planes on bounding box
-	LLPlane bp[] = { 
-		LLPlane(min, LLVector3(-1,0,0)),
-		LLPlane(min, LLVector3(0,-1,0)),
-		LLPlane(min, LLVector3(0,0,-1)),
-		LLPlane(max, LLVector3(1,0,0)),
-		LLPlane(max, LLVector3(0,1,0)),
-		LLPlane(max, LLVector3(0,0,1))};
-	
-	//potential points
-	std::vector<LLVector3> pp;
-
-	//add corners of AABB
-	pp.push_back(LLVector3(min.mV[0], min.mV[1], min.mV[2]));
-	pp.push_back(LLVector3(max.mV[0], min.mV[1], min.mV[2]));
-	pp.push_back(LLVector3(min.mV[0], max.mV[1], min.mV[2]));
-	pp.push_back(LLVector3(max.mV[0], max.mV[1], min.mV[2]));
-	pp.push_back(LLVector3(min.mV[0], min.mV[1], max.mV[2]));
-	pp.push_back(LLVector3(max.mV[0], min.mV[1], max.mV[2]));
-	pp.push_back(LLVector3(min.mV[0], max.mV[1], max.mV[2]));
-	pp.push_back(LLVector3(max.mV[0], max.mV[1], max.mV[2]));
-
-	//add corners of camera frustum
-	for (U32 i = 0; i < 8; i++)
-	{
-		pp.push_back(camera.mAgentFrustum[i]);
-	}
-
-
-	//bounding box line segments
-	U32 bs[] = 
-			{
-		0,1,
-		1,3,
-		3,2,
-		2,0,
-
-		4,5,
-		5,7,
-		7,6,
-		6,4,
-
-		0,4,
-		1,5,
-		3,7,
-		2,6
-	};
-
-	for (U32 i = 0; i < 12; i++)
-	{ //for each line segment in bounding box
-		for (U32 j = 0; j < 6; j++) 
-		{ //for each plane in camera frustum
-			const LLPlane& cp = camera.getAgentPlane(j);
-			const LLVector3& v1 = pp[bs[i*2+0]];
-			const LLVector3& v2 = pp[bs[i*2+1]];
-			LLVector3 n;
-			cp.getVector3(n);
-
-			LLVector3 line = v1-v2;
-
-			F32 d1 = line*n;
-			F32 d2 = -cp.dist(v2);
-
-			F32 t = d2/d1;
-
-			if (t > 0.f && t < 1.f)
-			{
-				LLVector3 intersect = v2+line*t;
-				pp.push_back(intersect);
-			}
-		}
-	}
-			
-	//camera frustum line segments
-	const U32 fs[] =
-	{
-		0,1,
-		1,2,
-		2,3,
-		3,0,
-
-		4,5,
-		5,6,
-		6,7,
-		7,4,
-	
-		0,4,
-		1,5,
-		2,6,
-		3,7	
-	};
-
-	LLVector3 center = (max+min)*0.5f;
-	LLVector3 size = (max-min)*0.5f;
-	
-	for (U32 i = 0; i < 12; i++)
-	{
-		for (U32 j = 0; j < 6; ++j)
-		{
-			const LLVector3& v1 = pp[fs[i*2+0]+8];
-			const LLVector3& v2 = pp[fs[i*2+1]+8];
-			const LLPlane& cp = bp[j];
-			LLVector3 n;
-			cp.getVector3(n);
-
-			LLVector3 line = v1-v2;
-
-			F32 d1 = line*n;
-			F32 d2 = -cp.dist(v2);
-
-			F32 t = d2/d1;
-
-			if (t > 0.f && t < 1.f)
-			{
-				LLVector3 intersect = v2+line*t;
-				pp.push_back(intersect);
-			}	
-		}
-	}
-
-	LLVector3 ext[] = { min-LLVector3(0.05f,0.05f,0.05f),
-		max+LLVector3(0.05f,0.05f,0.05f) };
-
-	for (U32 i = 0; i < pp.size(); ++i)
-	{
-		bool found = true;
-
-		const F32* p = pp[i].mV;
-			
-		for (U32 j = 0; j < 3; ++j)
-		{
-			if (p[j] < ext[0].mV[j] ||
-				p[j] > ext[1].mV[j])
-			{
-				found = false;
-				break;
-			}
-		}
-				
-		for (U32 j = 0; j < 6; ++j)
-		{
-			const LLPlane& cp = camera.getAgentPlane(j);
-			F32 dist = cp.dist(pp[i]);
-			if (dist > 0.05f) //point is above some plane, not contained
-					{
-				found = false;
-				break;
-						}
-					}
-
-					if (found)
-					{
-			fp.push_back(pp[i]);
-		}
-	}
-	
-	if (fp.empty())
-	{
-		return FALSE;
-	}
-	
-	return TRUE;
-}
-
-void LLPipeline::generateGI(LLCamera& camera, LLVector3& lightDir, std::vector<LLVector3>& vpc)
-{
-	if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) < 3)
-	{
-		return;
-	}
-
-	LLVector3 up;
-
-	//LLGLEnable depth_clamp(GL_DEPTH_CLAMP_NV);
-
-	if (lightDir.mV[2] > 0.5f)
-	{
-		up = LLVector3(1,0,0);
-	}
-	else
-	{
-		up = LLVector3(0, 0, 1);
-	}
-
-	
-	F32 gi_range = gSavedSettings.getF32("RenderGIRange");
-
-	U32 res = mGIMap.getWidth();
-
-	F32 atten = llmax(gSavedSettings.getF32("RenderGIAttenuation"), 0.001f);
-
-	//set radius to range at which distance attenuation of incoming photons is near 0
-
-	F32 lrad = sqrtf(1.f/(atten*0.01f));
-
-	F32 lrange = lrad+gi_range*0.5f;
-
-	LLVector3 pad(lrange,lrange,lrange);
-
-	glh::matrix4f view = look(LLVector3(128.f,128.f,128.f), lightDir, up);
-
-	LLVector3 cp = camera.getOrigin()+camera.getAtAxis()*(gi_range*0.5f);
-
-	glh::vec3f scp(cp.mV);
-	view.mult_matrix_vec(scp);
-	cp.setVec(scp.v);
-
-	F32 pix_width = lrange/(res*0.5f);
-
-	//move cp to the nearest pix_width
-	for (U32 i = 0; i < 3; i++)
-	{
-		cp.mV[i] = llround(cp.mV[i], pix_width);
-	}
-	
-	LLVector3 min = cp-pad;
-	LLVector3 max = cp+pad;
-	
-	//set mGIRange to range in tc space[0,1] that covers texture block of intersecting lights around a point
-	mGIRange.mV[0] = (max.mV[0]-min.mV[0])/res;
-	mGIRange.mV[1] = (max.mV[1]-min.mV[1])/res;
-	mGILightRadius = lrad/lrange*0.5f;
-
-	glh::matrix4f proj = gl_ortho(min.mV[0], max.mV[0],
-								min.mV[1], max.mV[1],
-								-max.mV[2], -min.mV[2]);
-
-	LLCamera sun_cam = camera;
-
-	glh::matrix4f eye_view = glh_get_current_modelview();
-	
-	//get eye space to camera space matrix
-	mGIMatrix = view*eye_view.inverse();
-	mGINormalMatrix = mGIMatrix.inverse().transpose();
-	mGIInvProj = proj.inverse();
-	mGIMatrixProj = proj*mGIMatrix;
-
-	//translate and scale to [0,1]
-	glh::matrix4f trans(.5f, 0.f, 0.f, .5f,
-						0.f, 0.5f, 0.f, 0.5f,
-						0.f, 0.f, 0.5f, 0.5f,
-						0.f, 0.f, 0.f, 1.f);
-
-	mGIMatrixProj = trans*mGIMatrixProj;
-
-	glh_set_current_modelview(view);
-	glh_set_current_projection(proj);
-
-	LLViewerCamera::updateFrustumPlanes(sun_cam, TRUE, FALSE, TRUE);
-
-	sun_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
-	static LLCullResult result;
-
-	pushRenderTypeMask();
-
-	andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
-								 LLPipeline::RENDER_TYPE_FULLBRIGHT,
-								 LLPipeline::RENDER_TYPE_BUMP,
-								 LLPipeline::RENDER_TYPE_VOLUME,
-								 LLPipeline::RENDER_TYPE_TREE, 
-								 LLPipeline::RENDER_TYPE_TERRAIN,
-								 LLPipeline::RENDER_TYPE_WATER,
-								 LLPipeline::RENDER_TYPE_VOIDWATER,
-								 LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
-								 LLPipeline::RENDER_TYPE_AVATAR,
-								 LLPipeline::RENDER_TYPE_PASS_SIMPLE,
-								 LLPipeline::RENDER_TYPE_PASS_BUMP,
-								 LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
-								 LLPipeline::RENDER_TYPE_PASS_SHINY,
-								 END_RENDER_TYPES);
-
-
-	
-	S32 occlude = LLPipeline::sUseOcclusion;
-	//LLPipeline::sUseOcclusion = 0;
-	LLPipeline::sShadowRender = TRUE;
-	
-	//only render large objects into GI map
-	sMinRenderSize = gSavedSettings.getF32("RenderGIMinRenderSize");
-	
-	LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_GI_SOURCE;
-	mGIMap.bindTarget();
-	
-	F64 last_modelview[16];
-	F64 last_projection[16];
-	for (U32 i = 0; i < 16; i++)
-	{
-		last_modelview[i] = gGLLastModelView[i];
-		last_projection[i] = gGLLastProjection[i];
-		gGLLastModelView[i] = mGIModelview.m[i];
-		gGLLastProjection[i] = mGIProjection.m[i];
-	}
-
-	sun_cam.setOrigin(0.f, 0.f, 0.f);
-	updateCull(sun_cam, result);
-	stateSort(sun_cam, result);
-	
-	for (U32 i = 0; i < 16; i++)
-	{
-		gGLLastModelView[i] = last_modelview[i];
-		gGLLastProjection[i] = last_projection[i];
-	}
-
-	mGIProjection = proj;
-	mGIModelview = view;
-
-	LLGLEnable cull(GL_CULL_FACE);
-
-	//generate GI map
-	glMatrixMode(GL_PROJECTION);
-	glPushMatrix();
-	glLoadMatrixf(proj.m);
-	glMatrixMode(GL_MODELVIEW);
-	glPushMatrix();
-	glLoadMatrixf(view.m);
-
-	stop_glerror();
-	gGLLastMatrix = NULL;
-
-	mGIMap.clear();
-
-	{
-		//LLGLEnable enable(GL_DEPTH_CLAMP_NV);
-		renderGeomDeferred(camera);
-	}
-
-	mGIMap.flush();
-	
-	glMatrixMode(GL_PROJECTION);
-	glPopMatrix();
-	glMatrixMode(GL_MODELVIEW);
-	glPopMatrix();
-	gGLLastMatrix = NULL;
-
-	LLPipeline::sUseOcclusion = occlude;
-	LLPipeline::sShadowRender = FALSE;
-	sMinRenderSize = 0.f;
-
-	popRenderTypeMask();
-
-}
-
-void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade)
-{
-	if (obj && obj->getVolume())
-	{
-		for (LLViewerObject::child_list_t::const_iterator iter = obj->getChildren().begin(); iter != obj->getChildren().end(); ++iter)
-		{
-			renderHighlight(*iter, fade);
-		}
-
-		LLDrawable* drawable = obj->mDrawable;
-		if (drawable)
-		{
-			for (S32 i = 0; i < drawable->getNumFaces(); ++i)
-			{
-				LLFace* face = drawable->getFace(i);
-				if (face)
-				{
-					face->renderSelected(LLViewerTexture::sNullImagep, LLColor4(1,1,1,fade));
-				}
-			}
-		}
-	}
-}
-
-void LLPipeline::generateHighlight(LLCamera& camera)
-{
-	//render highlighted object as white into offscreen render target
-	if (mHighlightObject.notNull())
-	{
-		mHighlightSet.insert(HighlightItem(mHighlightObject));
-	}
-	
-	if (!mHighlightSet.empty())
-	{
-		F32 transition = gFrameIntervalSeconds/gSavedSettings.getF32("RenderHighlightFadeTime");
-
-		LLGLDisable test(GL_ALPHA_TEST);
-		LLGLDepthTest depth(GL_FALSE);
-		mHighlight.bindTarget();
-		disableLights();
-		gGL.setColorMask(true, true);
-		mHighlight.clear();
-
-		gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep);
-		for (std::set<HighlightItem>::iterator iter = mHighlightSet.begin(); iter != mHighlightSet.end(); )
-		{
-			std::set<HighlightItem>::iterator cur_iter = iter++;
-
-			if (cur_iter->mItem.isNull())
-			{
-				mHighlightSet.erase(cur_iter);
-				continue;
-			}
-
-			if (cur_iter->mItem == mHighlightObject)
-			{
-				cur_iter->incrFade(transition); 
-			}
-			else
-			{
-				cur_iter->incrFade(-transition);
-				if (cur_iter->mFade <= 0.f)
-				{
-					mHighlightSet.erase(cur_iter);
-					continue;
-				}
-			}
-
-			renderHighlight(cur_iter->mItem->getVObj(), cur_iter->mFade);
-		}
-
-		mHighlight.flush();
-		gGL.setColorMask(true, false);
-		gViewerWindow->setup3DViewport();
-	}
-}
-
-
-void LLPipeline::generateSunShadow(LLCamera& camera)
-{
-	if (!sRenderDeferred || gSavedSettings.getS32("RenderShadowDetail") <= 0)
-	{
-		return;
-	}
-
-	F64 last_modelview[16];
-	F64 last_projection[16];
-	for (U32 i = 0; i < 16; i++)
-	{ //store last_modelview of world camera
-		last_modelview[i] = gGLLastModelView[i];
-		last_projection[i] = gGLLastProjection[i];
-	}
-
-	pushRenderTypeMask();
-	andRenderTypeMask(LLPipeline::RENDER_TYPE_SIMPLE,
-					LLPipeline::RENDER_TYPE_ALPHA,
-					LLPipeline::RENDER_TYPE_GRASS,
-					LLPipeline::RENDER_TYPE_FULLBRIGHT,
-					LLPipeline::RENDER_TYPE_BUMP,
-					LLPipeline::RENDER_TYPE_VOLUME,
-					LLPipeline::RENDER_TYPE_AVATAR,
-					LLPipeline::RENDER_TYPE_TREE, 
-					LLPipeline::RENDER_TYPE_TERRAIN,
-					LLPipeline::RENDER_TYPE_WATER,
-					LLPipeline::RENDER_TYPE_VOIDWATER,
-					LLPipeline::RENDER_TYPE_PASS_ALPHA_SHADOW,
-					LLPipeline::RENDER_TYPE_PASS_GRASS,
-					LLPipeline::RENDER_TYPE_PASS_SIMPLE,
-					LLPipeline::RENDER_TYPE_PASS_BUMP,
-					LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
-					LLPipeline::RENDER_TYPE_PASS_SHINY,
-					LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
-					END_RENDER_TYPES);
-
-	gGL.setColorMask(false, false);
-
-	//get sun view matrix
-	
-	//store current projection/modelview matrix
-	glh::matrix4f saved_proj = glh_get_current_projection();
-	glh::matrix4f saved_view = glh_get_current_modelview();
-	glh::matrix4f inv_view = saved_view.inverse();
-
-	glh::matrix4f view[6];
-	glh::matrix4f proj[6];
-	
-	//clip contains parallel split distances for 3 splits
-	LLVector3 clip = gSavedSettings.getVector3("RenderShadowClipPlanes");
-
-	//F32 slope_threshold = gSavedSettings.getF32("RenderShadowSlopeThreshold");
-
-	//far clip on last split is minimum of camera view distance and 128
-	mSunClipPlanes = LLVector4(clip, clip.mV[2] * clip.mV[2]/clip.mV[1]);
-
-	clip = gSavedSettings.getVector3("RenderShadowOrthoClipPlanes");
-	mSunOrthoClipPlanes = LLVector4(clip, clip.mV[2]*clip.mV[2]/clip.mV[1]);
-
-	//currently used for amount to extrude frusta corners for constructing shadow frusta
-	LLVector3 n = gSavedSettings.getVector3("RenderShadowNearDist");
-	//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
-
-	//put together a universal "near clip" plane for shadow frusta
-	LLPlane shadow_near_clip;
-	{
-		LLVector3 p = gAgent.getPositionAgent();
-		p += mSunDir * gSavedSettings.getF32("RenderFarClip")*2.f;
-		shadow_near_clip.setVec(p, mSunDir);
-	}
-
-	LLVector3 lightDir = -mSunDir;
-	lightDir.normVec();
-
-	glh::vec3f light_dir(lightDir.mV);
-
-	//create light space camera matrix
-	
-	LLVector3 at = lightDir;
-
-	LLVector3 up = camera.getAtAxis();
-
-	if (fabsf(up*lightDir) > 0.75f)
-	{
-		up = camera.getUpAxis();
-	}
-
-	/*LLVector3 left = up%at;
-	up = at%left;*/
-
-	up.normVec();
-	at.normVec();
-	
-	
-	LLCamera main_camera = camera;
-	
-	F32 near_clip = 0.f;
-	{
-		//get visible point cloud
-		std::vector<LLVector3> fp;
-
-		main_camera.calcAgentFrustumPlanes(main_camera.mAgentFrustum);
-		
-		LLVector3 min,max;
-		getVisiblePointCloud(main_camera,min,max,fp);
-
-		if (fp.empty())
-		{
-			if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
-			{
-				mShadowCamera[0] = main_camera;
-				mShadowExtents[0][0] = min;
-				mShadowExtents[0][1] = max;
-
-				mShadowFrustPoints[0].clear();
-				mShadowFrustPoints[1].clear();
-				mShadowFrustPoints[2].clear();
-				mShadowFrustPoints[3].clear();
-			}
-			popRenderTypeMask();
-			return;
-		}
-
-		generateGI(camera, lightDir, fp);
-
-		//get good split distances for frustum
-		for (U32 i = 0; i < fp.size(); ++i)
-		{
-			glh::vec3f v(fp[i].mV);
-			saved_view.mult_matrix_vec(v);
-			fp[i].setVec(v.v);
-		}
-
-		min = fp[0];
-		max = fp[0];
-
-		//get camera space bounding box
-		for (U32 i = 1; i < fp.size(); ++i)
-		{
-			update_min_max(min, max, fp[i]);
-		}
-
-		near_clip = -max.mV[2];
-		F32 far_clip = -min.mV[2]*2.f;
-
-		//far_clip = llmin(far_clip, 128.f);
-		far_clip = llmin(far_clip, camera.getFar());
-
-		F32 range = far_clip-near_clip;
-
-		LLVector3 split_exp = gSavedSettings.getVector3("RenderShadowSplitExponent");
-
-		F32 da = 1.f-llmax( fabsf(lightDir*up), fabsf(lightDir*camera.getLeftAxis()) );
-		
-		da = powf(da, split_exp.mV[2]);
-
-
-		F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da;
-
-
-		for (U32 i = 0; i < 4; ++i)
-		{
-			F32 x = (F32)(i+1)/4.f;
-			x = powf(x, sxp);
-			mSunClipPlanes.mV[i] = near_clip+range*x;
-		}
-	}
-
-	// convenience array of 4 near clip plane distances
-	F32 dist[] = { near_clip, mSunClipPlanes.mV[0], mSunClipPlanes.mV[1], mSunClipPlanes.mV[2], mSunClipPlanes.mV[3] };
-	
-	for (S32 j = 0; j < 4; j++)
-	{
-		if (!hasRenderDebugMask(RENDER_DEBUG_SHADOW_FRUSTA))
-		{
-			mShadowFrustPoints[j].clear();
-		}
-
-		LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+j;
-
-		//restore render matrices
-		glh_set_current_modelview(saved_view);
-		glh_set_current_projection(saved_proj);
-
-		LLVector3 eye = camera.getOrigin();
-
-		//camera used for shadow cull/render
-		LLCamera shadow_cam;
-		
-		//create world space camera frustum for this split
-		shadow_cam = camera;
-		shadow_cam.setFar(16.f);
-	
-		LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
-
-		LLVector3* frust = shadow_cam.mAgentFrustum;
-
-		LLVector3 pn = shadow_cam.getAtAxis();
-		
-		LLVector3 min, max;
-
-		//construct 8 corners of split frustum section
-		for (U32 i = 0; i < 4; i++)
-		{
-			LLVector3 delta = frust[i+4]-eye;
-			delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f;
-			delta.normVec();
-			F32 dp = delta*pn;
-			frust[i] = eye + (delta*dist[j]*0.95f)/dp;
-			frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp;
-		}
-						
-		shadow_cam.calcAgentFrustumPlanes(frust);
-		shadow_cam.mFrustumCornerDist = 0.f;
-		
-		if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
-		{
-			mShadowCamera[j] = shadow_cam;
-		}
-
-		std::vector<LLVector3> fp;
-
-		if (!gPipeline.getVisiblePointCloud(shadow_cam, min, max, fp, lightDir))
-		{
-			//no possible shadow receivers
-			if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
-			{
-				mShadowExtents[j][0] = LLVector3();
-				mShadowExtents[j][1] = LLVector3();
-				mShadowCamera[j+4] = shadow_cam;
-			}
-
-			mShadow[j].bindTarget();
-			{
-				LLGLDepthTest depth(GL_TRUE);
-				mShadow[j].clear();
-			}
-			mShadow[j].flush();
-
-			mShadowError.mV[j] = 0.f;
-			mShadowFOV.mV[j] = 0.f;
-
-			continue;
-		}
-
-		if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
-		{
-			mShadowExtents[j][0] = min;
-			mShadowExtents[j][1] = max;
-			mShadowFrustPoints[j] = fp;
-		}
-				
-
-		//find a good origin for shadow projection
-		LLVector3 origin;
-
-		//get a temporary view projection
-		view[j] = look(camera.getOrigin(), lightDir, -up);
-
-		std::vector<LLVector3> wpf;
-
-		for (U32 i = 0; i < fp.size(); i++)
-		{
-			glh::vec3f p = glh::vec3f(fp[i].mV);
-			view[j].mult_matrix_vec(p);
-			wpf.push_back(LLVector3(p.v));
-		}
-
-		min = wpf[0];
-		max = wpf[0];
-
-		for (U32 i = 0; i < fp.size(); ++i)
-		{ //get AABB in camera space
-			update_min_max(min, max, wpf[i]);
-		}
-
-		// Construct a perspective transform with perspective along y-axis that contains
-		// points in wpf
-		//Known:
-		// - far clip plane
-		// - near clip plane
-		// - points in frustum
-		//Find:
-		// - origin
-
-		//get some "interesting" points of reference
-		LLVector3 center = (min+max)*0.5f;
-		LLVector3 size = (max-min)*0.5f;
-		LLVector3 near_center = center;
-		near_center.mV[1] += size.mV[1]*2.f;
-		
-		
-		//put all points in wpf in quadrant 0, reletive to center of min/max
-		//get the best fit line using least squares
-		F32 bfm = 0.f;
-		F32 bfb = 0.f;
-
-		for (U32 i = 0; i < wpf.size(); ++i)
-		{
-			wpf[i] -= center;
-			wpf[i].mV[0] = fabsf(wpf[i].mV[0]);
-			wpf[i].mV[2] = fabsf(wpf[i].mV[2]);
-		}
-
-		if (!wpf.empty())
-		{ 
-			F32 sx = 0.f;
-			F32 sx2 = 0.f;
-			F32 sy = 0.f;
-			F32 sxy = 0.f;
-			
-			for (U32 i = 0; i < wpf.size(); ++i)
-			{		
-				sx += wpf[i].mV[0];
-				sx2 += wpf[i].mV[0]*wpf[i].mV[0];
-				sy += wpf[i].mV[1];
-				sxy += wpf[i].mV[0]*wpf[i].mV[1]; 
-			}
-
-			bfm = (sy*sx-wpf.size()*sxy)/(sx*sx-wpf.size()*sx2);
-			bfb = (sx*sxy-sy*sx2)/(sx*sx-bfm*sx2);
-		}
-		
-		{
-			// best fit line is y=bfm*x+bfb
-		
-			//find point that is furthest to the right of line
-			F32 off_x = -1.f;
-			LLVector3 lp;
-
-			for (U32 i = 0; i < wpf.size(); ++i)
-			{
-				//y = bfm*x+bfb
-				//x = (y-bfb)/bfm
-				F32 lx = (wpf[i].mV[1]-bfb)/bfm;
-
-				lx = wpf[i].mV[0]-lx;
-				
-				if (off_x < lx)
-				{
-					off_x = lx;
-					lp = wpf[i];
-				}
-			}
-
-			//get line with slope bfm through lp
-			// bfb = y-bfm*x
-			bfb = lp.mV[1]-bfm*lp.mV[0];
-
-			//calculate error
-			mShadowError.mV[j] = 0.f;
-
-			for (U32 i = 0; i < wpf.size(); ++i)
-			{
-				F32 lx = (wpf[i].mV[1]-bfb)/bfm;
-				mShadowError.mV[j] += fabsf(wpf[i].mV[0]-lx);
-			}
-
-			mShadowError.mV[j] /= wpf.size();
-			mShadowError.mV[j] /= size.mV[0];
-
-			if (mShadowError.mV[j] > gSavedSettings.getF32("RenderShadowErrorCutoff"))
-			{ //just use ortho projection
-				mShadowFOV.mV[j] = -1.f;
-				origin.clearVec();
-				proj[j] = gl_ortho(min.mV[0], max.mV[0],
-									min.mV[1], max.mV[1],
-									-max.mV[2], -min.mV[2]);
-			}
-			else
-			{
-				//origin is where line x = 0;
-				origin.setVec(0,bfb,0);
-
-				F32 fovz = 1.f;
-				F32 fovx = 1.f;
-				
-				LLVector3 zp;
-				LLVector3 xp;
-
-				for (U32 i = 0; i < wpf.size(); ++i)
-				{
-					LLVector3 atz = wpf[i]-origin;
-					atz.mV[0] = 0.f;
-					atz.normVec();
-					if (fovz > -atz.mV[1])
-					{
-						zp = wpf[i];
-						fovz = -atz.mV[1];
-					}
-					
-					LLVector3 atx = wpf[i]-origin;
-					atx.mV[2] = 0.f;
-					atx.normVec();
-					if (fovx > -atx.mV[1])
-					{
-						fovx = -atx.mV[1];
-						xp = wpf[i];
-					}
-				}
-
-				fovx = acos(fovx);
-				fovz = acos(fovz);
-
-				F32 cutoff = llmin(gSavedSettings.getF32("RenderShadowFOVCutoff"), 1.4f);
-				
-				mShadowFOV.mV[j] = fovx;
-				
-				if (fovx < cutoff && fovz > cutoff)
-				{
-					//x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
-					F32 d = zp.mV[2]/tan(cutoff);
-					F32 ny = zp.mV[1] + fabsf(d);
-
-					origin.mV[1] = ny;
-
-					fovz = 1.f;
-					fovx = 1.f;
-
-					for (U32 i = 0; i < wpf.size(); ++i)
-					{
-						LLVector3 atz = wpf[i]-origin;
-						atz.mV[0] = 0.f;
-						atz.normVec();
-						fovz = llmin(fovz, -atz.mV[1]);
-
-						LLVector3 atx = wpf[i]-origin;
-						atx.mV[2] = 0.f;
-						atx.normVec();
-						fovx = llmin(fovx, -atx.mV[1]);
-					}
-
-					fovx = acos(fovx);
-					fovz = acos(fovz);
-
-					mShadowFOV.mV[j] = cutoff;
-				}
-
-				
-				origin += center;
-			
-				F32 ynear = -(max.mV[1]-origin.mV[1]);
-				F32 yfar = -(min.mV[1]-origin.mV[1]);
-				
-				if (ynear < 0.1f) //keep a sensible near clip plane
-				{
-					F32 diff = 0.1f-ynear;
-					origin.mV[1] += diff;
-					ynear += diff;
-					yfar += diff;
-				}
-								
-				if (fovx > cutoff)
-				{ //just use ortho projection
-					origin.clearVec();
-					mShadowError.mV[j] = -1.f;
-					proj[j] = gl_ortho(min.mV[0], max.mV[0],
-							min.mV[1], max.mV[1],
-							-max.mV[2], -min.mV[2]);
-				}
-				else
-				{
-					//get perspective projection
-					view[j] = view[j].inverse();
-
-					glh::vec3f origin_agent(origin.mV);
-					
-					//translate view to origin
-					view[j].mult_matrix_vec(origin_agent);
-
-					eye = LLVector3(origin_agent.v);
-
-					if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
-					{
-						mShadowFrustOrigin[j] = eye;
-					}
-				
-					view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
-
-					F32 fx = 1.f/tanf(fovx);
-					F32 fz = 1.f/tanf(fovz);
-
-					proj[j] = glh::matrix4f(-fx, 0, 0, 0,
-											0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
-											0, 0, -fz, 0,
-											0, -1.f, 0, 0);
-				}
-			}
-		}
-
-		//shadow_cam.setFar(128.f);
-		shadow_cam.setOriginAndLookAt(eye, up, center);
-
-		shadow_cam.setOrigin(0,0,0);
-
-		glh_set_current_modelview(view[j]);
-		glh_set_current_projection(proj[j]);
-
-		LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
-
-		//shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
-		shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
-
-		//translate and scale to from [-1, 1] to [0, 1]
-		glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
-						0.f, 0.5f, 0.f, 0.5f,
-						0.f, 0.f, 0.5f, 0.5f,
-						0.f, 0.f, 0.f, 1.f);
-
-		glh_set_current_modelview(view[j]);
-		glh_set_current_projection(proj[j]);
-
-		for (U32 i = 0; i < 16; i++)
-		{
-			gGLLastModelView[i] = mShadowModelview[j].m[i];
-			gGLLastProjection[i] = mShadowProjection[j].m[i];
-		}
-
-		mShadowModelview[j] = view[j];
-		mShadowProjection[j] = proj[j];
-
-	
-		mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
-		
-		stop_glerror();
-
-		mShadow[j].bindTarget();
-		mShadow[j].getViewport(gGLViewport);
-		mShadow[j].clear();
-		
-		{
-			static LLCullResult result[4];
-
-			//LLGLEnable enable(GL_DEPTH_CLAMP_NV);
-			renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE);
-		}
-
-		mShadow[j].flush();
- 
-		if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
-		{
-			LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
-			mShadowCamera[j+4] = shadow_cam;
-		}
-	}
-
-	
-	//hack to disable projector shadows 
-	bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1;
-
-	if (gen_shadow)
-	{
-		F32 fade_amt = gFrameIntervalSeconds * llmax(LLViewerCamera::getInstance()->getVelocityStat()->getCurrentPerSec(), 1.f);
-
-		//update shadow targets
-		for (U32 i = 0; i < 2; i++)
-		{ //for each current shadow
-			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW4+i;
-
-			if (mShadowSpotLight[i].notNull() && 
-				(mShadowSpotLight[i] == mTargetShadowSpotLight[0] ||
-				mShadowSpotLight[i] == mTargetShadowSpotLight[1]))
-			{ //keep this spotlight
-				mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f);
-			}
-			else
-			{ //fade out this light
-				mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f);
-				
-				if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull())
-				{ //faded out, grab one of the pending spots (whichever one isn't already taken)
-					if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2])
-					{
-						mShadowSpotLight[i] = mTargetShadowSpotLight[0];
-					}
-					else
-					{
-						mShadowSpotLight[i] = mTargetShadowSpotLight[1];
-					}
-				}
-			}
-		}
-
-		for (S32 i = 0; i < 2; i++)
-		{
-			glh_set_current_modelview(saved_view);
-			glh_set_current_projection(saved_proj);
-
-			if (mShadowSpotLight[i].isNull())
-			{
-				continue;
-			}
-
-			LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume();
-
-			if (!volume)
-			{
-				mShadowSpotLight[i] = NULL;
-				continue;
-			}
-
-			LLDrawable* drawable = mShadowSpotLight[i];
-
-			LLVector3 params = volume->getSpotLightParams();
-			F32 fov = params.mV[0];
-
-			//get agent->light space matrix (modelview)
-			LLVector3 center = drawable->getPositionAgent();
-			LLQuaternion quat = volume->getRenderRotation();
-
-			//get near clip plane
-			LLVector3 scale = volume->getScale();
-			LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
-			at_axis *= quat;
-
-			LLVector3 np = center+at_axis;
-			at_axis.normVec();
-
-			//get origin that has given fov for plane np, at_axis, and given scale
-			F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
-
-			LLVector3 origin = np - at_axis*dist;
-
-			LLMatrix4 mat(quat, LLVector4(origin, 1.f));
-
-			view[i+4] = glh::matrix4f((F32*) mat.mMatrix);
-
-			view[i+4] = view[i+4].inverse();
-
-			//get perspective matrix
-			F32 near_clip = dist+0.01f;
-			F32 width = scale.mV[VX];
-			F32 height = scale.mV[VY];
-			F32 far_clip = dist+volume->getLightRadius()*1.5f;
-
-			F32 fovy = fov * RAD_TO_DEG;
-			F32 aspect = width/height;
-			
-			proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip);
-
-			//translate and scale to from [-1, 1] to [0, 1]
-			glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
-							0.f, 0.5f, 0.f, 0.5f,
-							0.f, 0.f, 0.5f, 0.5f,
-							0.f, 0.f, 0.f, 1.f);
-
-			glh_set_current_modelview(view[i+4]);
-			glh_set_current_projection(proj[i+4]);
-
-			mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
-			
-			for (U32 j = 0; j < 16; j++)
-			{
-				gGLLastModelView[j] = mShadowModelview[i+4].m[j];
-				gGLLastProjection[j] = mShadowProjection[i+4].m[j];
-			}
-
-			mShadowModelview[i+4] = view[i+4];
-			mShadowProjection[i+4] = proj[i+4];
-
-			LLCamera shadow_cam = camera;
-			shadow_cam.setFar(far_clip);
-			shadow_cam.setOrigin(origin);
-
-			LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
-
-			stop_glerror();
-
-			mShadow[i+4].bindTarget();
-			mShadow[i+4].getViewport(gGLViewport);
-			mShadow[i+4].clear();
-
-			static LLCullResult result[2];
-
-			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4;
-
-			renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE);
-
-			mShadow[i+4].flush();
- 		}
-	}
-	else
-	{ //no spotlight shadows
-		mShadowSpotLight[0] = mShadowSpotLight[1] = NULL;
-	}
-
-
-	if (!gSavedSettings.getBOOL("CameraOffset"))
-	{
-		glh_set_current_modelview(saved_view);
-		glh_set_current_projection(saved_proj);
-	}
-	else
-	{
-		glh_set_current_modelview(view[1]);
-		glh_set_current_projection(proj[1]);
-		glLoadMatrixf(view[1].m);
-		glMatrixMode(GL_PROJECTION);
-		glLoadMatrixf(proj[1].m);
-		glMatrixMode(GL_MODELVIEW);
-	}
-	gGL.setColorMask(true, false);
-
-	for (U32 i = 0; i < 16; i++)
-	{
-		gGLLastModelView[i] = last_modelview[i];
-		gGLLastProjection[i] = last_projection[i];
-	}
-
-	popRenderTypeMask();
-}
-
-void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture)
-{
-	for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
-	{
-		LLSpatialGroup* group = *i;
-		if (!group->isDead() &&
-			(!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) &&
-			gPipeline.hasRenderType(group->mSpatialPartition->mDrawableType) &&
-			group->mDrawMap.find(type) != group->mDrawMap.end())
-		{
-			pass->renderGroup(group,type,mask,texture);
-		}
-	}
-}
-
-void LLPipeline::generateImpostor(LLVOAvatar* avatar)
-{
-	LLMemType mt_gi(LLMemType::MTYPE_PIPELINE_GENERATE_IMPOSTOR);
-	LLGLState::checkStates();
-	LLGLState::checkTextureChannels();
-	LLGLState::checkClientArrays();
-
-	static LLCullResult result;
-	result.clear();
-	grabReferences(result);
-	
-	if (!avatar || !avatar->mDrawable)
-	{
-		return;
-	}
-
-	assertInitialized();
-
-	BOOL muted = LLMuteList::getInstance()->isMuted(avatar->getID());
-
-	pushRenderTypeMask();
-	
-	if (muted)
-	{
-		andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
-	}
-	else
-	{
-		andRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME,
-						LLPipeline::RENDER_TYPE_AVATAR,
-						LLPipeline::RENDER_TYPE_BUMP,
-						LLPipeline::RENDER_TYPE_GRASS,
-						LLPipeline::RENDER_TYPE_SIMPLE,
-						LLPipeline::RENDER_TYPE_FULLBRIGHT,
-						LLPipeline::RENDER_TYPE_ALPHA, 
-						LLPipeline::RENDER_TYPE_INVISIBLE,
-						LLPipeline::RENDER_TYPE_PASS_SIMPLE,
-						LLPipeline::RENDER_TYPE_PASS_ALPHA,
-						LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
-						LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
-						LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
-						LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
-						LLPipeline::RENDER_TYPE_PASS_SHINY,
-						LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
-						LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
-						END_RENDER_TYPES);
-	}
-	
-	S32 occlusion = sUseOcclusion;
-	sUseOcclusion = 0;
-	sReflectionRender = sRenderDeferred ? FALSE : TRUE;
-	sShadowRender = TRUE;
-	sImpostorRender = TRUE;
-
-	LLViewerCamera* viewer_camera = LLViewerCamera::getInstance();
-	markVisible(avatar->mDrawable, *viewer_camera);
-	LLVOAvatar::sUseImpostors = FALSE;
-
-	LLVOAvatar::attachment_map_t::iterator iter;
-	for (iter = avatar->mAttachmentPoints.begin();
-		iter != avatar->mAttachmentPoints.end();
-		++iter)
-	{
-		LLViewerJointAttachment *attachment = iter->second;
-		for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
-			 attachment_iter != attachment->mAttachedObjects.end();
-			 ++attachment_iter)
-		{
-			if (LLViewerObject* attached_object = (*attachment_iter))
-			{
-				markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
-			}
-		}
-	}
-
-	stateSort(*LLViewerCamera::getInstance(), result);
-	
-	const LLVector4a* ext = avatar->mDrawable->getSpatialExtents();
-	LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset());
-
-	LLCamera camera = *viewer_camera;
-
-	camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis());
-	
-	LLVector2 tdim;
-
-
-	LLVector4a half_height;
-	half_height.setSub(ext[1], ext[0]);
-	half_height.mul(0.5f);
-
-	LLVector4a left;
-	left.load3(camera.getLeftAxis().mV);
-	left.mul(left);
-	left.normalize3fast();
-
-	LLVector4a up;
-	up.load3(camera.getUpAxis().mV);
-	up.mul(up);
-	up.normalize3fast();
-
-	tdim.mV[0] = fabsf(half_height.dot3(left).getF32());
-	tdim.mV[1] = fabsf(half_height.dot3(up).getF32());
-
-	glMatrixMode(GL_PROJECTION);
-	glPushMatrix();
-	
-	F32 distance = (pos-camera.getOrigin()).length();
-	F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
-	F32 aspect = tdim.mV[0]/tdim.mV[1];
-	glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
-	glh_set_current_projection(persp);
-	glLoadMatrixf(persp.m);
-
-	glMatrixMode(GL_MODELVIEW);
-	glPushMatrix();
-	glh::matrix4f mat;
-	camera.getOpenGLTransform(mat.m);
-
-	mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
-
-	glLoadMatrixf(mat.m);
-	glh_set_current_modelview(mat);
-
-	glClearColor(0.0f,0.0f,0.0f,0.0f);
-	gGL.setColorMask(true, true);
-	
-	// get the number of pixels per angle
-	F32 pa = gViewerWindow->getWindowHeightRaw() / (RAD_TO_DEG * viewer_camera->getView());
-
-	//get resolution based on angle width and height of impostor (double desired resolution to prevent aliasing)
-	U32 resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512);
-	U32 resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512);
-
-	if (!avatar->mImpostor.isComplete() || resX != avatar->mImpostor.getWidth() ||
-		resY != avatar->mImpostor.getHeight())
-	{
-		avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,FALSE);
-		
-		if (LLPipeline::sRenderDeferred)
-		{
-			addDeferredAttachments(avatar->mImpostor);
-		}
-		
-		gGL.getTexUnit(0)->bind(&avatar->mImpostor);
-		gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
-		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-	}
-
-	avatar->mImpostor.bindTarget();
-
-	if (LLPipeline::sRenderDeferred)
-	{
-		avatar->mImpostor.clear();
-		renderGeomDeferred(camera);
-		renderGeomPostDeferred(camera);
-	}
-	else
-	{
-		LLGLEnable scissor(GL_SCISSOR_TEST);
-		glScissor(0, 0, resX, resY);
-		avatar->mImpostor.clear();
-		renderGeom(camera);
-	}
-	
-	{ //create alpha mask based on depth buffer (grey out if muted)
-		if (LLPipeline::sRenderDeferred)
-		{
-			GLuint buff = GL_COLOR_ATTACHMENT0;
-			glDrawBuffersARB(1, &buff);
-		}
-
-		LLGLDisable blend(GL_BLEND);
-
-		if (muted)
-		{
-			gGL.setColorMask(true, true);
-		}
-		else
-		{
-			gGL.setColorMask(false, true);
-		}
-		
-		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
-		LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
-
-		gGL.flush();
-
-		glPushMatrix();
-		glLoadIdentity();
-		glMatrixMode(GL_PROJECTION);
-		glPushMatrix();
-		glLoadIdentity();
-
-		static const F32 clip_plane = 0.99999f;
-
-		gGL.color4ub(64,64,64,255);
-		gGL.begin(LLRender::QUADS);
-		gGL.vertex3f(-1, -1, clip_plane);
-		gGL.vertex3f(1, -1, clip_plane);
-		gGL.vertex3f(1, 1, clip_plane);
-		gGL.vertex3f(-1, 1, clip_plane);
-		gGL.end();
-		gGL.flush();
-
-		glPopMatrix();
-		glMatrixMode(GL_MODELVIEW);
-		glPopMatrix();
-	}
-
-	avatar->mImpostor.flush();
-
-	avatar->setImpostorDim(tdim);
-
-	LLVOAvatar::sUseImpostors = TRUE;
-	sUseOcclusion = occlusion;
-	sReflectionRender = FALSE;
-	sImpostorRender = FALSE;
-	sShadowRender = FALSE;
-	popRenderTypeMask();
-
-	glMatrixMode(GL_PROJECTION);
-	glPopMatrix();
-	glMatrixMode(GL_MODELVIEW);
-	glPopMatrix();
-
-	avatar->mNeedsImpostorUpdate = FALSE;
-	avatar->cacheImpostorValues();
-
-	LLVertexBuffer::unbind();
-	LLGLState::checkStates();
-	LLGLState::checkTextureChannels();
-	LLGLState::checkClientArrays();
-}
-
-BOOL LLPipeline::hasRenderBatches(const U32 type) const
-{
-	return sCull->getRenderMapSize(type) > 0;
-}
-
-LLCullResult::drawinfo_list_t::iterator LLPipeline::beginRenderMap(U32 type)
-{
-	return sCull->beginRenderMap(type);
-}
-
-LLCullResult::drawinfo_list_t::iterator LLPipeline::endRenderMap(U32 type)
-{
-	return sCull->endRenderMap(type);
-}
-
-LLCullResult::sg_list_t::iterator LLPipeline::beginAlphaGroups()
-{
-	return sCull->beginAlphaGroups();
-}
-
-LLCullResult::sg_list_t::iterator LLPipeline::endAlphaGroups()
-{
-	return sCull->endAlphaGroups();
-}
-
-BOOL LLPipeline::hasRenderType(const U32 type) const
-{
-    // STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render"
-    // We then need to test that value here and return FALSE to prevent attachment to render (in mouselook for instance)
-    // TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to FALSE explicitely
-	return (type == 0 ? FALSE : mRenderTypeEnabled[type]);
-}
-
-void LLPipeline::setRenderTypeMask(U32 type, ...)
-{
-	va_list args;
-
-	va_start(args, type);
-	while (type < END_RENDER_TYPES)
-	{
-		mRenderTypeEnabled[type] = TRUE;
-		type = va_arg(args, U32);
-	}
-	va_end(args);
-
-	if (type > END_RENDER_TYPES)
-	{
-		llerrs << "Invalid render type." << llendl;
-	}
-}
-
-BOOL LLPipeline::hasAnyRenderType(U32 type, ...) const
-{
-	va_list args;
-
-	va_start(args, type);
-	while (type < END_RENDER_TYPES)
-	{
-		if (mRenderTypeEnabled[type])
-		{
-			return TRUE;
-		}
-		type = va_arg(args, U32);
-	}
-	va_end(args);
-
-	if (type > END_RENDER_TYPES)
-	{
-		llerrs << "Invalid render type." << llendl;
-	}
-
-	return FALSE;
-}
-
-void LLPipeline::pushRenderTypeMask()
-{
-	std::string cur_mask;
-	cur_mask.assign((const char*) mRenderTypeEnabled, sizeof(mRenderTypeEnabled));
-	mRenderTypeEnableStack.push(cur_mask);
-}
-
-void LLPipeline::popRenderTypeMask()
-{
-	if (mRenderTypeEnableStack.empty())
-	{
-		llerrs << "Depleted render type stack." << llendl;
-	}
-
-	memcpy(mRenderTypeEnabled, mRenderTypeEnableStack.top().data(), sizeof(mRenderTypeEnabled));
-	mRenderTypeEnableStack.pop();
-}
-
-void LLPipeline::andRenderTypeMask(U32 type, ...)
-{
-	va_list args;
-
-	BOOL tmp[NUM_RENDER_TYPES];
-	for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
-	{
-		tmp[i] = FALSE;
-	}
-
-	va_start(args, type);
-	while (type < END_RENDER_TYPES)
-	{
-		if (mRenderTypeEnabled[type]) 
-		{
-			tmp[type] = TRUE;
-		}
-
-		type = va_arg(args, U32);
-	}
-	va_end(args);
-
-	if (type > END_RENDER_TYPES)
-	{
-		llerrs << "Invalid render type." << llendl;
-	}
-
-	for (U32 i = 0; i < LLPipeline::NUM_RENDER_TYPES; ++i)
-	{
-		mRenderTypeEnabled[i] = tmp[i];
-	}
-
-}
-
-void LLPipeline::clearRenderTypeMask(U32 type, ...)
-{
-	va_list args;
-
-	va_start(args, type);
-	while (type < END_RENDER_TYPES)
-	{
-		mRenderTypeEnabled[type] = FALSE;
-		
-		type = va_arg(args, U32);
-	}
-	va_end(args);
-
-	if (type > END_RENDER_TYPES)
-	{
-		llerrs << "Invalid render type." << llendl;
-	}
-}
-
-void LLPipeline::addDebugBlip(const LLVector3& position, const LLColor4& color)
-{
-	DebugBlip blip(position, color);
-	mDebugBlips.push_back(blip);
-}
-
+			mShadowError.mV[j] /= wpf.size();
+			mShadowError.mV[j] /= size.mV[0];
+
+			if (mShadowError.mV[j] > gSavedSettings.getF32("RenderShadowErrorCutoff"))
+			{ //just use ortho projection
+				mShadowFOV.mV[j] = -1.f;
+				origin.clearVec();
+				proj[j] = gl_ortho(min.mV[0], max.mV[0],
+									min.mV[1], max.mV[1],
+									-max.mV[2], -min.mV[2]);
+			}
+			else
+			{
+				//origin is where line x = 0;
+				origin.setVec(0,bfb,0);
+
+				F32 fovz = 1.f;
+				F32 fovx = 1.f;
+				
+				LLVector3 zp;
+				LLVector3 xp;
+
+				for (U32 i = 0; i < wpf.size(); ++i)
+				{
+					LLVector3 atz = wpf[i]-origin;
+					atz.mV[0] = 0.f;
+					atz.normVec();
+					if (fovz > -atz.mV[1])
+					{
+						zp = wpf[i];
+						fovz = -atz.mV[1];
+					}
+					
+					LLVector3 atx = wpf[i]-origin;
+					atx.mV[2] = 0.f;
+					atx.normVec();
+					if (fovx > -atx.mV[1])
+					{
+						fovx = -atx.mV[1];
+						xp = wpf[i];
+					}
+				}
+
+				fovx = acos(fovx);
+				fovz = acos(fovz);
+
+				F32 cutoff = llmin(gSavedSettings.getF32("RenderShadowFOVCutoff"), 1.4f);
+				
+				mShadowFOV.mV[j] = fovx;
+				
+				if (fovx < cutoff && fovz > cutoff)
+				{
+					//x is a good fit, but z is too big, move away from zp enough so that fovz matches cutoff
+					F32 d = zp.mV[2]/tan(cutoff);
+					F32 ny = zp.mV[1] + fabsf(d);
+
+					origin.mV[1] = ny;
+
+					fovz = 1.f;
+					fovx = 1.f;
+
+					for (U32 i = 0; i < wpf.size(); ++i)
+					{
+						LLVector3 atz = wpf[i]-origin;
+						atz.mV[0] = 0.f;
+						atz.normVec();
+						fovz = llmin(fovz, -atz.mV[1]);
+
+						LLVector3 atx = wpf[i]-origin;
+						atx.mV[2] = 0.f;
+						atx.normVec();
+						fovx = llmin(fovx, -atx.mV[1]);
+					}
+
+					fovx = acos(fovx);
+					fovz = acos(fovz);
+
+					mShadowFOV.mV[j] = cutoff;
+				}
+
+				
+				origin += center;
+			
+				F32 ynear = -(max.mV[1]-origin.mV[1]);
+				F32 yfar = -(min.mV[1]-origin.mV[1]);
+				
+				if (ynear < 0.1f) //keep a sensible near clip plane
+				{
+					F32 diff = 0.1f-ynear;
+					origin.mV[1] += diff;
+					ynear += diff;
+					yfar += diff;
+				}
+								
+				if (fovx > cutoff)
+				{ //just use ortho projection
+					origin.clearVec();
+					mShadowError.mV[j] = -1.f;
+					proj[j] = gl_ortho(min.mV[0], max.mV[0],
+							min.mV[1], max.mV[1],
+							-max.mV[2], -min.mV[2]);
+				}
+				else
+				{
+					//get perspective projection
+					view[j] = view[j].inverse();
+
+					glh::vec3f origin_agent(origin.mV);
+					
+					//translate view to origin
+					view[j].mult_matrix_vec(origin_agent);
+
+					eye = LLVector3(origin_agent.v);
+
+					if (!hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+					{
+						mShadowFrustOrigin[j] = eye;
+					}
+				
+					view[j] = look(LLVector3(origin_agent.v), lightDir, -up);
+
+					F32 fx = 1.f/tanf(fovx);
+					F32 fz = 1.f/tanf(fovz);
+
+					proj[j] = glh::matrix4f(-fx, 0, 0, 0,
+											0, (yfar+ynear)/(ynear-yfar), 0, (2.f*yfar*ynear)/(ynear-yfar),
+											0, 0, -fz, 0,
+											0, -1.f, 0, 0);
+				}
+			}
+		}
+
+		//shadow_cam.setFar(128.f);
+		shadow_cam.setOriginAndLookAt(eye, up, center);
+
+		shadow_cam.setOrigin(0,0,0);
+
+		glh_set_current_modelview(view[j]);
+		glh_set_current_projection(proj[j]);
+
+		LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+
+		//shadow_cam.ignoreAgentFrustumPlane(LLCamera::AGENT_PLANE_NEAR);
+		shadow_cam.getAgentPlane(LLCamera::AGENT_PLANE_NEAR).set(shadow_near_clip);
+
+		//translate and scale to from [-1, 1] to [0, 1]
+		glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
+						0.f, 0.5f, 0.f, 0.5f,
+						0.f, 0.f, 0.5f, 0.5f,
+						0.f, 0.f, 0.f, 1.f);
+
+		glh_set_current_modelview(view[j]);
+		glh_set_current_projection(proj[j]);
+
+		for (U32 i = 0; i < 16; i++)
+		{
+			gGLLastModelView[i] = mShadowModelview[j].m[i];
+			gGLLastProjection[i] = mShadowProjection[j].m[i];
+		}
+
+		mShadowModelview[j] = view[j];
+		mShadowProjection[j] = proj[j];
+
+	
+		mSunShadowMatrix[j] = trans*proj[j]*view[j]*inv_view;
+		
+		stop_glerror();
+
+		mShadow[j].bindTarget();
+		mShadow[j].getViewport(gGLViewport);
+		mShadow[j].clear();
+		
+		{
+			static LLCullResult result[4];
+
+			//LLGLEnable enable(GL_DEPTH_CLAMP_NV);
+			renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE);
+		}
+
+		mShadow[j].flush();
+ 
+		if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))
+		{
+			LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+			mShadowCamera[j+4] = shadow_cam;
+		}
+	}
+
+	
+	//hack to disable projector shadows 
+	bool gen_shadow = gSavedSettings.getS32("RenderShadowDetail") > 1;
+
+	if (gen_shadow)
+	{
+		F32 fade_amt = gFrameIntervalSeconds * llmax(LLViewerCamera::getInstance()->getVelocityStat()->getCurrentPerSec(), 1.f);
+
+		//update shadow targets
+		for (U32 i = 0; i < 2; i++)
+		{ //for each current shadow
+			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW4+i;
+
+			if (mShadowSpotLight[i].notNull() && 
+				(mShadowSpotLight[i] == mTargetShadowSpotLight[0] ||
+				mShadowSpotLight[i] == mTargetShadowSpotLight[1]))
+			{ //keep this spotlight
+				mSpotLightFade[i] = llmin(mSpotLightFade[i]+fade_amt, 1.f);
+			}
+			else
+			{ //fade out this light
+				mSpotLightFade[i] = llmax(mSpotLightFade[i]-fade_amt, 0.f);
+				
+				if (mSpotLightFade[i] == 0.f || mShadowSpotLight[i].isNull())
+				{ //faded out, grab one of the pending spots (whichever one isn't already taken)
+					if (mTargetShadowSpotLight[0] != mShadowSpotLight[(i+1)%2])
+					{
+						mShadowSpotLight[i] = mTargetShadowSpotLight[0];
+					}
+					else
+					{
+						mShadowSpotLight[i] = mTargetShadowSpotLight[1];
+					}
+				}
+			}
+		}
+
+		for (S32 i = 0; i < 2; i++)
+		{
+			glh_set_current_modelview(saved_view);
+			glh_set_current_projection(saved_proj);
+
+			if (mShadowSpotLight[i].isNull())
+			{
+				continue;
+			}
+
+			LLVOVolume* volume = mShadowSpotLight[i]->getVOVolume();
+
+			if (!volume)
+			{
+				mShadowSpotLight[i] = NULL;
+				continue;
+			}
+
+			LLDrawable* drawable = mShadowSpotLight[i];
+
+			LLVector3 params = volume->getSpotLightParams();
+			F32 fov = params.mV[0];
+
+			//get agent->light space matrix (modelview)
+			LLVector3 center = drawable->getPositionAgent();
+			LLQuaternion quat = volume->getRenderRotation();
+
+			//get near clip plane
+			LLVector3 scale = volume->getScale();
+			LLVector3 at_axis(0,0,-scale.mV[2]*0.5f);
+			at_axis *= quat;
+
+			LLVector3 np = center+at_axis;
+			at_axis.normVec();
+
+			//get origin that has given fov for plane np, at_axis, and given scale
+			F32 dist = (scale.mV[1]*0.5f)/tanf(fov*0.5f);
+
+			LLVector3 origin = np - at_axis*dist;
+
+			LLMatrix4 mat(quat, LLVector4(origin, 1.f));
+
+			view[i+4] = glh::matrix4f((F32*) mat.mMatrix);
+
+			view[i+4] = view[i+4].inverse();
+
+			//get perspective matrix
+			F32 near_clip = dist+0.01f;
+			F32 width = scale.mV[VX];
+			F32 height = scale.mV[VY];
+			F32 far_clip = dist+volume->getLightRadius()*1.5f;
+
+			F32 fovy = fov * RAD_TO_DEG;
+			F32 aspect = width/height;
+			
+			proj[i+4] = gl_perspective(fovy, aspect, near_clip, far_clip);
+
+			//translate and scale to from [-1, 1] to [0, 1]
+			glh::matrix4f trans(0.5f, 0.f, 0.f, 0.5f,
+							0.f, 0.5f, 0.f, 0.5f,
+							0.f, 0.f, 0.5f, 0.5f,
+							0.f, 0.f, 0.f, 1.f);
+
+			glh_set_current_modelview(view[i+4]);
+			glh_set_current_projection(proj[i+4]);
+
+			mSunShadowMatrix[i+4] = trans*proj[i+4]*view[i+4]*inv_view;
+			
+			for (U32 j = 0; j < 16; j++)
+			{
+				gGLLastModelView[j] = mShadowModelview[i+4].m[j];
+				gGLLastProjection[j] = mShadowProjection[i+4].m[j];
+			}
+
+			mShadowModelview[i+4] = view[i+4];
+			mShadowProjection[i+4] = proj[i+4];
+
+			LLCamera shadow_cam = camera;
+			shadow_cam.setFar(far_clip);
+			shadow_cam.setOrigin(origin);
+
+			LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE);
+
+			stop_glerror();
+
+			mShadow[i+4].bindTarget();
+			mShadow[i+4].getViewport(gGLViewport);
+			mShadow[i+4].clear();
+
+			static LLCullResult result[2];
+
+			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_SHADOW0+i+4;
+
+			renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE);
+
+			mShadow[i+4].flush();
+ 		}
+	}
+	else
+	{ //no spotlight shadows
+		mShadowSpotLight[0] = mShadowSpotLight[1] = NULL;
+	}
+
+
+	if (!gSavedSettings.getBOOL("CameraOffset"))
+	{
+		glh_set_current_modelview(saved_view);
+		glh_set_current_projection(saved_proj);
+	}
+	else
+	{
+		glh_set_current_modelview(view[1]);
+		glh_set_current_projection(proj[1]);
+		glLoadMatrixf(view[1].m);
+		glMatrixMode(GL_PROJECTION);
+		glLoadMatrixf(proj[1].m);
+		glMatrixMode(GL_MODELVIEW);
+	}
+	gGL.setColorMask(true, false);
+
+	for (U32 i = 0; i < 16; i++)
+	{
+		gGLLastModelView[i] = last_modelview[i];
+		gGLLastProjection[i] = last_projection[i];
+	}
+
+	popRenderTypeMask();
+}
+
+void LLPipeline::renderGroups(LLRenderPass* pass, U32 type, U32 mask, BOOL texture)
+{
+	for (LLCullResult::sg_list_t::iterator i = sCull->beginVisibleGroups(); i != sCull->endVisibleGroups(); ++i)
+	{
+		LLSpatialGroup* group = *i;
+		if (!group->isDead() &&
+			(!sUseOcclusion || !group->isOcclusionState(LLSpatialGroup::OCCLUDED)) &&
+			gPipeline.hasRenderType(group->mSpatialPartition->mDrawableType) &&
+			group->mDrawMap.find(type) != group->mDrawMap.end())
+		{
+			pass->renderGroup(group,type,mask,texture);
+		}
+	}
+}
+
+void LLPipeline::generateImpostor(LLVOAvatar* avatar)
+{
+	LLMemType mt_gi(LLMemType::MTYPE_PIPELINE_GENERATE_IMPOSTOR);
+	LLGLState::checkStates();
+	LLGLState::checkTextureChannels();
+	LLGLState::checkClientArrays();
+
+	static LLCullResult result;
+	result.clear();
+	grabReferences(result);
+	
+	if (!avatar || !avatar->mDrawable)
+	{
+		return;
+	}
+
+	assertInitialized();
+
+	BOOL muted = LLMuteList::getInstance()->isMuted(avatar->getID());
+
+	pushRenderTypeMask();
+	
+	if (muted)
+	{
+		andRenderTypeMask(LLPipeline::RENDER_TYPE_AVATAR, END_RENDER_TYPES);
+	}
+	else
+	{
+		andRenderTypeMask(LLPipeline::RENDER_TYPE_VOLUME,
+						LLPipeline::RENDER_TYPE_AVATAR,
+						LLPipeline::RENDER_TYPE_BUMP,
+						LLPipeline::RENDER_TYPE_GRASS,
+						LLPipeline::RENDER_TYPE_SIMPLE,
+						LLPipeline::RENDER_TYPE_FULLBRIGHT,
+						LLPipeline::RENDER_TYPE_ALPHA, 
+						LLPipeline::RENDER_TYPE_INVISIBLE,
+						LLPipeline::RENDER_TYPE_PASS_SIMPLE,
+						LLPipeline::RENDER_TYPE_PASS_ALPHA,
+						LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
+						LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
+						LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
+						LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
+						LLPipeline::RENDER_TYPE_PASS_SHINY,
+						LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
+						LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
+						END_RENDER_TYPES);
+	}
+	
+	S32 occlusion = sUseOcclusion;
+	sUseOcclusion = 0;
+	sReflectionRender = sRenderDeferred ? FALSE : TRUE;
+	sShadowRender = TRUE;
+	sImpostorRender = TRUE;
+
+	LLViewerCamera* viewer_camera = LLViewerCamera::getInstance();
+	markVisible(avatar->mDrawable, *viewer_camera);
+	LLVOAvatar::sUseImpostors = FALSE;
+
+	LLVOAvatar::attachment_map_t::iterator iter;
+	for (iter = avatar->mAttachmentPoints.begin();
+		iter != avatar->mAttachmentPoints.end();
+		++iter)
+	{
+		LLViewerJointAttachment *attachment = iter->second;
+		for (LLViewerJointAttachment::attachedobjs_vec_t::iterator attachment_iter = attachment->mAttachedObjects.begin();
+			 attachment_iter != attachment->mAttachedObjects.end();
+			 ++attachment_iter)
+		{
+			if (LLViewerObject* attached_object = (*attachment_iter))
+			{
+				markVisible(attached_object->mDrawable->getSpatialBridge(), *viewer_camera);
+			}
+		}
+	}
+
+	stateSort(*LLViewerCamera::getInstance(), result);
+	
+	const LLVector4a* ext = avatar->mDrawable->getSpatialExtents();
+	LLVector3 pos(avatar->getRenderPosition()+avatar->getImpostorOffset());
+
+	LLCamera camera = *viewer_camera;
+
+	camera.lookAt(viewer_camera->getOrigin(), pos, viewer_camera->getUpAxis());
+	
+	LLVector2 tdim;
+
+
+	LLVector4a half_height;
+	half_height.setSub(ext[1], ext[0]);
+	half_height.mul(0.5f);
+
+	LLVector4a left;
+	left.load3(camera.getLeftAxis().mV);
+	left.mul(left);
+	left.normalize3fast();
+
+	LLVector4a up;
+	up.load3(camera.getUpAxis().mV);
+	up.mul(up);
+	up.normalize3fast();
+
+	tdim.mV[0] = fabsf(half_height.dot3(left).getF32());
+	tdim.mV[1] = fabsf(half_height.dot3(up).getF32());
+
+	glMatrixMode(GL_PROJECTION);
+	glPushMatrix();
+	
+	F32 distance = (pos-camera.getOrigin()).length();
+	F32 fov = atanf(tdim.mV[1]/distance)*2.f*RAD_TO_DEG;
+	F32 aspect = tdim.mV[0]/tdim.mV[1];
+	glh::matrix4f persp = gl_perspective(fov, aspect, 1.f, 256.f);
+	glh_set_current_projection(persp);
+	glLoadMatrixf(persp.m);
+
+	glMatrixMode(GL_MODELVIEW);
+	glPushMatrix();
+	glh::matrix4f mat;
+	camera.getOpenGLTransform(mat.m);
+
+	mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
+
+	glLoadMatrixf(mat.m);
+	glh_set_current_modelview(mat);
+
+	glClearColor(0.0f,0.0f,0.0f,0.0f);
+	gGL.setColorMask(true, true);
+	
+	// get the number of pixels per angle
+	F32 pa = gViewerWindow->getWindowHeightRaw() / (RAD_TO_DEG * viewer_camera->getView());
+
+	//get resolution based on angle width and height of impostor (double desired resolution to prevent aliasing)
+	U32 resY = llmin(nhpo2((U32) (fov*pa)), (U32) 512);
+	U32 resX = llmin(nhpo2((U32) (atanf(tdim.mV[0]/distance)*2.f*RAD_TO_DEG*pa)), (U32) 512);
+
+	if (!avatar->mImpostor.isComplete() || resX != avatar->mImpostor.getWidth() ||
+		resY != avatar->mImpostor.getHeight())
+	{
+		avatar->mImpostor.allocate(resX,resY,GL_RGBA,TRUE,FALSE);
+		
+		if (LLPipeline::sRenderDeferred)
+		{
+			addDeferredAttachments(avatar->mImpostor);
+		}
+		
+		gGL.getTexUnit(0)->bind(&avatar->mImpostor);
+		gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+	}
+
+	avatar->mImpostor.bindTarget();
+
+	if (LLPipeline::sRenderDeferred)
+	{
+		avatar->mImpostor.clear();
+		renderGeomDeferred(camera);
+		renderGeomPostDeferred(camera);
+	}
+	else
+	{
+		LLGLEnable scissor(GL_SCISSOR_TEST);
+		glScissor(0, 0, resX, resY);
+		avatar->mImpostor.clear();
+		renderGeom(camera);
+	}
+	
+	{ //create alpha mask based on depth buffer (grey out if muted)
+		if (LLPipeline::sRenderDeferred)
+		{
+			GLuint buff = GL_COLOR_ATTACHMENT0;
+			glDrawBuffersARB(1, &buff);
+		}
+
+		LLGLDisable blend(GL_BLEND);
+
+		if (muted)
+		{
+			gGL.setColorMask(true, true);
+		}
+		else
+		{
+			gGL.setColorMask(false, true);
+		}
+		
+		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+		LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
+
+		gGL.flush();
+
+		glPushMatrix();
+		glLoadIdentity();
+		glMatrixMode(GL_PROJECTION);
+		glPushMatrix();
+		glLoadIdentity();
+
+		static const F32 clip_plane = 0.99999f;
+
+		gGL.color4ub(64,64,64,255);
+		gGL.begin(LLRender::QUADS);
+		gGL.vertex3f(-1, -1, clip_plane);
+		gGL.vertex3f(1, -1, clip_plane);
+		gGL.vertex3f(1, 1, clip_plane);
+		gGL.vertex3f(-1, 1, clip_plane);
+		gGL.end();
+		gGL.flush();
+
+		glPopMatrix();
+		glMatrixMode(GL_MODELVIEW);
+		glPopMatrix();
+	}
+
+	avatar->mImpostor.flush();
+
+	avatar->setImpostorDim(tdim);
+
+	LLVOAvatar::sUseImpostors = TRUE;
+	sUseOcclusion = occlusion;
+	sReflectionRender = FALSE;
+	sImpostorRender = FALSE;
+	sShadowRender = FALSE;
+	popRenderTypeMask();
+
+	glMatrixMode(GL_PROJECTION);
+	glPopMatrix();
+	glMatrixMode(GL_MODELVIEW);
+	glPopMatrix();
+
+	avatar->mNeedsImpostorUpdate = FALSE;
+	avatar->cacheImpostorValues();
+
+	LLVertexBuffer::unbind();
+	LLGLState::checkStates();
+	LLGLState::checkTextureChannels();
+	LLGLState::checkClientArrays();
+}
+
+BOOL LLPipeline::hasRenderBatches(const U32 type) const
+{
+	return sCull->getRenderMapSize(type) > 0;
+}
+
+LLCullResult::drawinfo_list_t::iterator LLPipeline::beginRenderMap(U32 type)
+{
+	return sCull->beginRenderMap(type);
+}
+
+LLCullResult::drawinfo_list_t::iterator LLPipeline::endRenderMap(U32 type)
+{
+	return sCull->endRenderMap(type);
+}
+
+LLCullResult::sg_list_t::iterator LLPipeline::beginAlphaGroups()
+{
+	return sCull->beginAlphaGroups();
+}
+
+LLCullResult::sg_list_t::iterator LLPipeline::endAlphaGroups()
+{
+	return sCull->endAlphaGroups();
+}
+
+BOOL LLPipeline::hasRenderType(const U32 type) const
+{
+    // STORM-365 : LLViewerJointAttachment::setAttachmentVisibility() is setting type to 0 to actually mean "do not render"
+    // We then need to test that value here and return FALSE to prevent attachment to render (in mouselook for instance)
+    // TODO: reintroduce RENDER_TYPE_NONE in LLRenderTypeMask and initialize its mRenderTypeEnabled[RENDER_TYPE_NONE] to FALSE explicitely
+	return (type == 0 ? FALSE : mRenderTypeEnabled[type]);
+}
+
+void LLPipeline::setRenderTypeMask(U32 type, ...)
+{
+	va_list args;
+
+	va_start(args, type);
+	while (type < END_RENDER_TYPES)
+	{
+		mRenderTypeEnabled[type] = TRUE;
+		type = va_arg(args, U32);
+	}
+	va_end(args);
+
+	if (type > END_RENDER_TYPES)
+	{
+		llerrs << "Invalid render type." << llendl;
+	}
+}
+
+BOOL LLPipeline::hasAnyRenderType(U32 type, ...) const
+{
+	va_list args;
+
+	va_start(args, type);
+	while (type < END_RENDER_TYPES)
+	{
+		if (mRenderTypeEnabled[type])
+		{
+			return TRUE;
+		}
+		type = va_arg(args, U32);
+	}
+	va_end(args);
+
+	if (type > END_RENDER_TYPES)
+	{
+		llerrs << "Invalid render type." << llendl;
+	}
+
+	return FALSE;
+}
+
+void LLPipeline::pushRenderTypeMask()
+{
+	std::string cur_mask;
+	cur_mask.assign((const char*) mRenderTypeEnabled, sizeof(mRenderTypeEnabled));
+	mRenderTypeEnableStack.push(cur_mask);
+}
+
+void LLPipeline::popRenderTypeMask()
+{
+	if (mRenderTypeEnableStack.empty())
+	{
+		llerrs << "Depleted render type stack." << llendl;
+	}
+
+	memcpy(mRenderTypeEnabled, mRenderTypeEnableStack.top().data(), sizeof(mRenderTypeEnabled));
+	mRenderTypeEnableStack.pop();
+}
+
+void LLPipeline::andRenderTypeMask(U32 type, ...)
+{
+	va_list args;
+
+	BOOL tmp[NUM_RENDER_TYPES];
+	for (U32 i = 0; i < NUM_RENDER_TYPES; ++i)
+	{
+		tmp[i] = FALSE;
+	}
+
+	va_start(args, type);
+	while (type < END_RENDER_TYPES)
+	{
+		if (mRenderTypeEnabled[type]) 
+		{
+			tmp[type] = TRUE;
+		}
+
+		type = va_arg(args, U32);
+	}
+	va_end(args);
+
+	if (type > END_RENDER_TYPES)
+	{
+		llerrs << "Invalid render type." << llendl;
+	}
+
+	for (U32 i = 0; i < LLPipeline::NUM_RENDER_TYPES; ++i)
+	{
+		mRenderTypeEnabled[i] = tmp[i];
+	}
+
+}
+
+void LLPipeline::clearRenderTypeMask(U32 type, ...)
+{
+	va_list args;
+
+	va_start(args, type);
+	while (type < END_RENDER_TYPES)
+	{
+		mRenderTypeEnabled[type] = FALSE;
+		
+		type = va_arg(args, U32);
+	}
+	va_end(args);
+
+	if (type > END_RENDER_TYPES)
+	{
+		llerrs << "Invalid render type." << llendl;
+	}
+}
+
+void LLPipeline::addDebugBlip(const LLVector3& position, const LLColor4& color)
+{
+	DebugBlip blip(position, color);
+	mDebugBlips.push_back(blip);
+}
+