void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* face, const LLMeshSkinInfo* skin, LLVolume* volume, const LLVolumeFace& vol_face)
{
	LLVector4a* weight = vol_face.mWeights;
	if (!weight)
	{
		return;
	}

	LLPointer<LLVertexBuffer> buffer = face->getVertexBuffer();
	LLDrawable* drawable = face->getDrawable();

	U32 data_mask = face->getRiggedVertexBufferDataMask();
	
	if (buffer.isNull() || 
		buffer->getTypeMask() != data_mask ||
		buffer->getNumVerts() != vol_face.mNumVertices ||
		buffer->getNumIndices() != vol_face.mNumIndices ||
		(drawable && drawable->isState(LLDrawable::REBUILD_ALL)))
	{
		if (drawable && drawable->isState(LLDrawable::REBUILD_ALL))
		{ //rebuild EVERY face in the drawable, not just this one, to avoid missing drawable wide rebuild issues
			for (S32 i = 0; i < drawable->getNumFaces(); ++i)
			{
				LLFace* facep = drawable->getFace(i);
				U32 face_data_mask = facep->getRiggedVertexBufferDataMask();
				if (face_data_mask)
				{
					LLPointer<LLVertexBuffer> cur_buffer = facep->getVertexBuffer();
					const LLVolumeFace& cur_vol_face = volume->getVolumeFace(i);
					getRiggedGeometry(facep, cur_buffer, face_data_mask, skin, volume, cur_vol_face);
				}
			}
			drawable->clearState(LLDrawable::REBUILD_ALL);

			buffer = face->getVertexBuffer();
		}
		else
		{ //just rebuild this face
			getRiggedGeometry(face, buffer, data_mask, skin, volume, vol_face);
		}
	}

	if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime())
	{
		avatar->updateSoftwareSkinnedVertices(skin, weight, vol_face, buffer);
	}
}