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); } } }