diff --git a/interface/src/Util.cpp b/interface/src/Util.cpp
index cb3865d336..3a01367fc7 100644
--- a/interface/src/Util.cpp
+++ b/interface/src/Util.cpp
@@ -77,13 +77,6 @@ const glm::vec3 randVector() {
     return glm::vec3(randFloat() - 0.5f, randFloat() - 0.5f, randFloat() - 0.5f) * 2.0f;
 }
 
-void renderCollisionOverlay(int width, int height, float magnitude, float red, float blue, float green) {
-    const float MIN_VISIBLE_COLLISION = 0.01f;
-    if (magnitude > MIN_VISIBLE_COLLISION) {
-        DependencyManager::get<GeometryCache>()->renderQuad(0, 0, width, height, glm::vec4(red, blue, green, magnitude));
-    }
-}
-
 //  Do some basic timing tests and report the results
 void runTimingTests() {
     //  How long does it take to make a call to get the time?
diff --git a/interface/src/Util.h b/interface/src/Util.h
index 2599847f7e..e3938502d2 100644
--- a/interface/src/Util.h
+++ b/interface/src/Util.h
@@ -23,8 +23,6 @@ const glm::vec3 randVector();
 
 void renderWorldBox(gpu::Batch& batch);
 
-void renderCollisionOverlay(int width, int height, float magnitude, float red = 0, float blue = 0, float green = 0);
-
 void runTimingTests();
 void runUnitTests();
 
diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp
index d92481494a..20ea9477dc 100644
--- a/interface/src/avatar/SkeletonModel.cpp
+++ b/interface/src/avatar/SkeletonModel.cpp
@@ -375,13 +375,15 @@ void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
             
         }
         
-        renderOrientationDirections(jointIndex, position, _rotation * jointState.getRotation(), directionSize);
+        renderOrientationDirections(batch, jointIndex, position, _rotation * jointState.getRotation(), directionSize);
         jointIndex = joint.parentIndex;
         
     } while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
 }
 
-void SkeletonModel::renderOrientationDirections(int jointIndex, glm::vec3 position, const glm::quat& orientation, float size) {
+void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointIndex, 
+                                                glm::vec3 position, const glm::quat& orientation, float size) {
+                                                
     auto geometryCache = DependencyManager::get<GeometryCache>();
 
     if (!_jointOrientationLines.contains(jointIndex)) {
@@ -398,13 +400,13 @@ void SkeletonModel::renderOrientationDirections(int jointIndex, glm::vec3 positi
     glm::vec3 pFront	= position + orientation * IDENTITY_FRONT * size;
 
     glm::vec3 red(1.0f, 0.0f, 0.0f);
-    geometryCache->renderLine(position, pRight, red, jointLineIDs._right);
+    geometryCache->renderLine(batch, position, pRight, red, jointLineIDs._right);
 
     glm::vec3 green(0.0f, 1.0f, 0.0f);
-    geometryCache->renderLine(position, pUp, green, jointLineIDs._up);
+    geometryCache->renderLine(batch, position, pUp, green, jointLineIDs._up);
 
     glm::vec3 blue(0.0f, 0.0f, 1.0f);
-    geometryCache->renderLine(position, pFront, blue, jointLineIDs._front);
+    geometryCache->renderLine(batch, position, pFront, blue, jointLineIDs._front);
 }
 
 
diff --git a/interface/src/avatar/SkeletonModel.h b/interface/src/avatar/SkeletonModel.h
index 3d63238cf2..1044a16696 100644
--- a/interface/src/avatar/SkeletonModel.h
+++ b/interface/src/avatar/SkeletonModel.h
@@ -145,7 +145,8 @@ protected:
 private:
 
     void renderJointConstraints(gpu::Batch& batch, int jointIndex);
-    void renderOrientationDirections(int jointIndex, glm::vec3 position, const glm::quat& orientation, float size);
+    void renderOrientationDirections(gpu::Batch& batch, int jointIndex, 
+                                     glm::vec3 position, const glm::quat& orientation, float size);
     
     struct OrientationLineIDs {
         int _up;
diff --git a/interface/src/ui/ApplicationCompositor.cpp b/interface/src/ui/ApplicationCompositor.cpp
index afdeb7b94e..2cae51de3e 100644
--- a/interface/src/ui/ApplicationCompositor.cpp
+++ b/interface/src/ui/ApplicationCompositor.cpp
@@ -529,7 +529,7 @@ void ApplicationCompositor::renderControllerPointers(gpu::Batch& batch) {
         glm::vec2 texCoordTopLeft(0.0f, 0.0f);
         glm::vec2 texCoordBottomRight(1.0f, 1.0f);
 
-        DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
+        DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
                                                             glm::vec4(RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2], 1.0f));
 
     }
diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp
index e6f2b520c7..b135bb8bb7 100644
--- a/libraries/render-utils/src/DeferredLightingEffect.cpp
+++ b/libraries/render-utils/src/DeferredLightingEffect.cpp
@@ -21,7 +21,6 @@
 
 #include "AbstractViewStateInterface.h"
 #include "GeometryCache.h"
-#include "RenderUtil.h"
 #include "TextureCache.h"
 #include "FramebufferCache.h"
 
diff --git a/libraries/render-utils/src/GeometryCache.cpp b/libraries/render-utils/src/GeometryCache.cpp
index 6c03d57de3..c43cddff6e 100644
--- a/libraries/render-utils/src/GeometryCache.cpp
+++ b/libraries/render-utils/src/GeometryCache.cpp
@@ -54,12 +54,6 @@ const int NUM_TRIANGLES_PER_QUAD = 2;
 const int NUM_VERTICES_PER_TRIANGULATED_QUAD = NUM_VERTICES_PER_TRIANGLE * NUM_TRIANGLES_PER_QUAD;
 const int NUM_COORDS_PER_VERTEX = 3;
 
-void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm::vec4& color, bool solid, int id) {
-    gpu::Batch batch;
-    renderSphere(batch, radius, slices, stacks, color, solid, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color, bool solid, int id) {
     bool registered = (id != UNKNOWN_ID);
 
@@ -304,12 +298,6 @@ void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, in
     }
 }
 
-void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4& color) {
-    gpu::Batch batch;
-    renderGrid(batch, xDivisions, yDivisions, color);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color) {
     IntPair key(xDivisions, yDivisions);
     Vec3Pair colorKey(glm::vec3(color.x, color.y, yDivisions), glm::vec3(color.z, color.y, xDivisions));
@@ -384,12 +372,6 @@ void GeometryCache::renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions
     batch.draw(gpu::LINES, vertices, 0);
 }
 
-void GeometryCache::renderGrid(int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
-    gpu::Batch batch;
-    renderGrid(batch, x, y, width, height, rows, cols, color, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 // TODO: why do we seem to create extra BatchItemDetails when we resize the window?? what's that??
 void GeometryCache::renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
     #ifdef WANT_DEBUG
@@ -691,12 +673,6 @@ void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, con
     #endif
 }
 
-void GeometryCache::renderVertices(gpu::Primitive primitiveType, int id) {
-    gpu::Batch batch;
-    renderVertices(batch, primitiveType, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id) {
     BatchItemDetails& details = _registeredVertices[id];
     if (details.isCreated) {
@@ -706,12 +682,6 @@ void GeometryCache::renderVertices(gpu::Batch& batch, gpu::Primitive primitiveTy
     }
 }
 
-void GeometryCache::renderSolidCube(float size, const glm::vec4& color) {
-    gpu::Batch batch;
-    renderSolidCube(batch, size, color);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color) {
     Vec2Pair colorKey(glm::vec2(color.x, color.y), glm::vec2(color.z, color.y));
     const int FLOATS_PER_VERTEX = 3;
@@ -833,12 +803,6 @@ void GeometryCache::renderSolidCube(gpu::Batch& batch, float size, const glm::ve
     batch.drawIndexed(gpu::TRIANGLES, indices);
 }
 
-void GeometryCache::renderWireCube(float size, const glm::vec4& color) {
-    gpu::Batch batch;
-    renderWireCube(batch, size, color);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color) {
     Vec2Pair colorKey(glm::vec2(color.x, color.y),glm::vec2(color.z, color.y));
     const int FLOATS_PER_VERTEX = 3;
@@ -922,12 +886,6 @@ void GeometryCache::renderWireCube(gpu::Batch& batch, float size, const glm::vec
     batch.drawIndexed(gpu::LINES, indices);
 }
 
-void GeometryCache::renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) {
-    gpu::Batch batch;
-    renderBevelCornersRect(batch, x, y, width, height, bevelDistance, color, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) {
     bool registered = (id != UNKNOWN_ID);
     Vec3Pair key(glm::vec3(x, y, 0.0f), glm::vec3(width, height, bevelDistance));
@@ -1029,12 +987,6 @@ void GeometryCache::renderBevelCornersRect(gpu::Batch& batch, int x, int y, int
     batch.draw(gpu::TRIANGLE_STRIP, details.vertices, 0);
 }
 
-void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) {
-    gpu::Batch batch;
-    renderQuad(batch, minCorner, maxCorner, color, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) {
     bool registered = (id != UNKNOWN_ID);
     Vec4Pair key(glm::vec4(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y), color);
@@ -1111,12 +1063,6 @@ void GeometryCache::renderUnitCube(gpu::Batch& batch) {
     renderSolidCube(batch, 1, color);
 }
 
-void GeometryCache::renderUnitQuad(const glm::vec4& color, int id) {
-    gpu::Batch batch;
-    renderUnitQuad(batch, color, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderUnitQuad(gpu::Batch& batch, const glm::vec4& color, int id) {
     static const glm::vec2 topLeft(-1, 1);
     static const glm::vec2 bottomRight(1, -1);
@@ -1126,14 +1072,6 @@ void GeometryCache::renderUnitQuad(gpu::Batch& batch, const glm::vec4& color, in
 }
 
 
-void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner,
-                    const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner, 
-                    const glm::vec4& color, int id) {
-    gpu::Batch batch;
-    renderQuad(batch, minCorner, maxCorner, texCoordMinCorner, texCoordMaxCorner, color, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
                     const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner, 
                     const glm::vec4& color, int id) {
@@ -1214,12 +1152,6 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
     batch.draw(gpu::QUADS, 4, 0);
 }
 
-void GeometryCache::renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
-    gpu::Batch batch;
-    renderQuad(batch, minCorner, maxCorner, color, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
     bool registered = (id != UNKNOWN_ID);
     Vec3PairVec4 key(Vec3Pair(minCorner, maxCorner), color);
@@ -1291,17 +1223,6 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, co
     batch.draw(gpu::QUADS, 4, 0);
 }
 
-void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft, 
-                    const glm::vec3& bottomRight, const glm::vec3& topRight,
-                    const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
-                    const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight, 
-                    const glm::vec4& color, int id) {
-    gpu::Batch batch;
-    renderQuad(batch, topLeft, bottomLeft, bottomRight, topRight, texCoordTopLeft, texCoordBottomLeft,
-               texCoordBottomRight, texCoordTopRight, color, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, const glm::vec3& bottomLeft, 
                     const glm::vec3& bottomRight, const glm::vec3& topRight,
                     const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
@@ -1395,12 +1316,6 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, cons
     batch.draw(gpu::QUADS, 4, 0);
 }
 
-void GeometryCache::renderDashedLine(const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
-    gpu::Batch batch;
-    renderDashedLine(batch, start, end, color, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
     bool registered = (id != UNKNOWN_ID);
     Vec3PairVec2Pair key(Vec3Pair(start, end), Vec2Pair(glm::vec2(color.x, color.y), glm::vec2(color.z, color.w)));
@@ -1555,13 +1470,6 @@ void GeometryCache::BatchItemDetails::clear() {
     stream.reset();
 }
 
-void GeometryCache::renderLine(const glm::vec3& p1, const glm::vec3& p2, 
-                               const glm::vec4& color1, const glm::vec4& color2, int id) {
-    gpu::Batch batch;
-    renderLine(batch, p1, p2, color1, color2, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, 
                                const glm::vec4& color1, const glm::vec4& color2, int id) {
                                
@@ -1646,12 +1554,6 @@ void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm
     batch.draw(gpu::LINES, 2, 0);
 }
 
-void GeometryCache::renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color1, const glm::vec4& color2, int id) {
-    gpu::Batch batch;
-    renderLine(batch, p1, p2, color1, color2, id);
-    gpu::GLBackend::renderBatch(batch);
-}
-
 void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,                                
                                 const glm::vec4& color1, const glm::vec4& color2, int id) {
                                
diff --git a/libraries/render-utils/src/GeometryCache.h b/libraries/render-utils/src/GeometryCache.h
index 147b4f8093..2f90c33adf 100644
--- a/libraries/render-utils/src/GeometryCache.h
+++ b/libraries/render-utils/src/GeometryCache.h
@@ -129,56 +129,35 @@ public:
     int allocateID() { return _nextID++; }
     static const int UNKNOWN_ID;
 
-    void renderSphere(float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID)
-                { renderSphere(radius, slices, stacks, glm::vec4(color, 1.0f), solid, id); }
     void renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID) 
                 { renderSphere(batch, radius, slices, stacks, glm::vec4(color, 1.0f), solid, id); }
                 
-    void renderSphere(float radius, int slices, int stacks, const glm::vec4& color, bool solid = true, int id = UNKNOWN_ID);
     void renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color, bool solid = true, int id = UNKNOWN_ID);
 
-    void renderGrid(int xDivisions, int yDivisions, const glm::vec4& color);
     void renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color);
-    void renderGrid(int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id = UNKNOWN_ID);
     void renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id = UNKNOWN_ID);
 
-    void renderSolidCube(float size, const glm::vec4& color);
     void renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color);
-    void renderWireCube(float size, const glm::vec4& color);
     void renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color);
-    void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID);
     void renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID);
 
     void renderUnitCube(gpu::Batch& batch);
-    void renderUnitQuad(const glm::vec4& color = glm::vec4(1), int id = UNKNOWN_ID);
     void renderUnitQuad(gpu::Batch& batch, const glm::vec4& color = glm::vec4(1), int id = UNKNOWN_ID);
 
-    void renderQuad(int x, int y, int width, int height, const glm::vec4& color, int id = UNKNOWN_ID)
-            { renderQuad(glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); }
     void renderQuad(gpu::Batch& batch, int x, int y, int width, int height, const glm::vec4& color, int id = UNKNOWN_ID)
             { renderQuad(batch, glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); }
             
     // TODO: I think there's a bug in this version of the renderQuad() that's not correctly rebuilding the vbos
     // if the color changes by the corners are the same, as evidenced by the audio meter which should turn white
     // when it's clipping
-    void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
     void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
 
-    void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner,
-                    const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner, 
-                    const glm::vec4& color, int id = UNKNOWN_ID);
     void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
                     const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner, 
                     const glm::vec4& color, int id = UNKNOWN_ID);
 
-    void renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
     void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
 
-    void renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft, 
-                    const glm::vec3& bottomRight, const glm::vec3& topRight,
-                    const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
-                    const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight, 
-                    const glm::vec4& color, int id = UNKNOWN_ID);
     void renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, const glm::vec3& bottomLeft, 
                     const glm::vec3& bottomRight, const glm::vec3& topRight,
                     const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
@@ -186,53 +165,33 @@ public:
                     const glm::vec4& color, int id = UNKNOWN_ID);
 
 
-    void renderLine(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id = UNKNOWN_ID) 
-                    { renderLine(p1, p2, color, color, id); }
     void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id = UNKNOWN_ID) 
                     { renderLine(batch, p1, p2, color, color, id); }
     
-    void renderLine(const glm::vec3& p1, const glm::vec3& p2, 
-                    const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
-                    { renderLine(p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
     void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, 
                     const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
                     { renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
 
-    void renderLine(const glm::vec3& p1, const glm::vec3& p2, 
-                    const glm::vec4& color, int id = UNKNOWN_ID)
-                    { renderLine(p1, p2, color, color, id); }
     void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, 
                     const glm::vec4& color, int id = UNKNOWN_ID)
                     { renderLine(batch, p1, p2, color, color, id); }
 
-    void renderLine(const glm::vec3& p1, const glm::vec3& p2, 
-                    const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
     void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, 
                     const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
                     
-    void renderDashedLine(const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id = UNKNOWN_ID);
     void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id = UNKNOWN_ID);
 
-    void renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id = UNKNOWN_ID)
-                    { renderLine(p1, p2, glm::vec4(color, 1.0f), id); }
     void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id = UNKNOWN_ID)
                     { renderLine(batch, p1, p2, glm::vec4(color, 1.0f), id); }
 
-    void renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id = UNKNOWN_ID)
-                    { renderLine(p1, p2, color, color, id); }
     void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id = UNKNOWN_ID)
                     { renderLine(batch, p1, p2, color, color, id); }
 
 
-    void renderLine(const glm::vec2& p1, const glm::vec2& p2,                                
-                                    const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
-                    { renderLine(p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
     void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,                                
                                     const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
                     { renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
                 
-    void renderLine(const glm::vec2& p1, const glm::vec2& p2,                                
-                                    const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
     void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,                                
                                     const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
 
@@ -240,7 +199,6 @@ public:
     void updateVertices(int id, const QVector<glm::vec3>& points, const glm::vec4& color);
     void updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec2>& texCoords, const glm::vec4& color);
     void renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id);
-    void renderVertices(gpu::Primitive primitiveType, int id);
 
     /// Loads geometry from the specified URL.
     /// \param fallback a fallback URL to load if the desired one is unavailable
diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp
index 9ef835a054..67eb85edfc 100644
--- a/libraries/render-utils/src/Model.cpp
+++ b/libraries/render-utils/src/Model.cpp
@@ -946,7 +946,7 @@ void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::Pendin
     _readyWhenAdded = false;
 }
 
-void Model::renderDebugMeshBoxes() {
+void Model::renderDebugMeshBoxes(gpu::Batch& batch) {
     int colorNdx = 0;
     _mutex.lock();
     foreach(AABox box, _calculatedMeshBoxes) {
@@ -995,7 +995,7 @@ void Model::renderDebugMeshBoxes() {
             { 0.0f, 0.5f, 0.5f, 1.0f } };
             
         DependencyManager::get<GeometryCache>()->updateVertices(_debugMeshBoxesID, points, color[colorNdx]);
-        DependencyManager::get<GeometryCache>()->renderVertices(gpu::LINES, _debugMeshBoxesID);
+        DependencyManager::get<GeometryCache>()->renderVertices(batch, gpu::LINES, _debugMeshBoxesID);
         colorNdx++;
     }
     _mutex.unlock();
diff --git a/libraries/render-utils/src/Model.h b/libraries/render-utils/src/Model.h
index 8c792c8a3b..ec0e80fad6 100644
--- a/libraries/render-utils/src/Model.h
+++ b/libraries/render-utils/src/Model.h
@@ -399,7 +399,7 @@ private:
 
 
     // debug rendering support
-    void renderDebugMeshBoxes();
+    void renderDebugMeshBoxes(gpu::Batch& batch);
     int _debugMeshBoxesID = GeometryCache::UNKNOWN_ID;
 
     // helper functions used by render() or renderInScene()
diff --git a/libraries/render-utils/src/RenderUtil.cpp b/libraries/render-utils/src/RenderUtil.cpp
deleted file mode 100644
index 44733418ff..0000000000
--- a/libraries/render-utils/src/RenderUtil.cpp
+++ /dev/null
@@ -1,25 +0,0 @@
-//
-//  RenderUtil.cpp
-//  interface/src/renderer
-//
-//  Created by Andrzej Kapolka on 8/15/13.
-//  Copyright 2013 High Fidelity, Inc.
-//
-//  Distributed under the Apache License, Version 2.0.
-//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
-//
-
-#include <DependencyManager.h>
-#include "GeometryCache.h"
-
-#include "RenderUtil.h"
-
-void renderFullscreenQuad(float sMin, float sMax, float tMin, float tMax) {
-    glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
-    glm::vec2 topLeft(-1.0f, -1.0f);
-    glm::vec2 bottomRight(1.0f, 1.0f);
-    glm::vec2 texCoordTopLeft(sMin, tMin);
-    glm::vec2 texCoordBottomRight(sMax, tMax);
-
-    DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
-}
diff --git a/libraries/render-utils/src/RenderUtil.h b/libraries/render-utils/src/RenderUtil.h
deleted file mode 100644
index b2f244733a..0000000000
--- a/libraries/render-utils/src/RenderUtil.h
+++ /dev/null
@@ -1,18 +0,0 @@
-//
-//  RenderUtil.h
-//  interface/src/renderer
-//
-//  Created by Andrzej Kapolka on 8/15/13.
-//  Copyright 2013 High Fidelity, Inc.
-//
-//  Distributed under the Apache License, Version 2.0.
-//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
-//
-
-#ifndef hifi_RenderUtil_h
-#define hifi_RenderUtil_h
-
-/// Renders a quad from (-1, -1, 0) to (1, 1, 0) with texture coordinates from (sMin, tMin) to (sMax, tMax).
-void renderFullscreenQuad(float sMin = 0.0f, float sMax = 1.0f, float tMin = 0.0f, float tMax = 1.0f);
-
-#endif // hifi_RenderUtil_h