void LLDrawPoolTerrain::renderForSelect()
{
    if (mDrawFace.empty())
    {
        return;
    }


    gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

    for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
            iter != mDrawFace.end(); iter++)
    {
        LLFace *facep = *iter;
        if (!facep->getDrawable()->isDead() && (facep->getDrawable()->getVObj()->mGLName))
        {
            facep->renderForSelect(LLVertexBuffer::MAP_VERTEX);
        }
    }
}