]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/entity/light.cpp
redo a windows fix from 20dbf5c that was mistakenly lost
[xonotic/netradiant.git] / plugins / entity / light.cpp
index 5b1a4055592b74dc25ef08dc3c4c5bdfbcbc13dd..9d8b92472c5f3165f546dc4c62beb109da1246e7 100644 (file)
 #include "rotation.h"
 
 #include "entity.h"
-
 extern bool g_newLightDraw;
 
 
-void sphere_draw_fill(const Vector3 &origin, float radius, int sides)
-{
-    if (radius <= 0) {
-        return;
-    }
-
-    const double dt = c_2pi / static_cast<double>( sides );
-    const double dp = c_pi / static_cast<double>( sides );
-
-    glBegin(GL_TRIANGLES);
-    for (int i = 0; i <= sides - 1; ++i) {
-        for (int j = 0; j <= sides - 2; ++j) {
-            const double t = i * dt;
-            const double p = (j * dp) - (c_pi / 2.0);
-
-            {
-                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
-                glVertex3fv(vector3_to_array(v));
-            }
-
-            {
-                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p + dp), radius)));
-                glVertex3fv(vector3_to_array(v));
-            }
-
-            {
-                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
-                glVertex3fv(vector3_to_array(v));
-            }
-
-            {
-                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
-                glVertex3fv(vector3_to_array(v));
-            }
-
-            {
-                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
-                glVertex3fv(vector3_to_array(v));
-            }
-
-            {
-                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
-                glVertex3fv(vector3_to_array(v));
-            }
-        }
-    }
-
-    {
-        const double p = (sides - 1) * dp - (c_pi / 2.0);
-        for (int i = 0; i <= sides - 1; ++i) {
-            const double t = i * dt;
-
-            {
-                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
-                glVertex3fv(vector3_to_array(v));
-            }
-
-            {
-                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
-                glVertex3fv(vector3_to_array(v));
-            }
-
-            {
-                Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
-                glVertex3fv(vector3_to_array(v));
-            }
-        }
-    }
-    glEnd();
-}
-
-void sphere_draw_wire(const Vector3 &origin, float radius, int sides)
-{
-    {
-        glBegin(GL_LINE_LOOP);
+void sphere_draw_fill( const Vector3& origin, float radius, int sides ){
+       if ( radius <= 0 ) {
+               return;
+       }
 
-        for (int i = 0; i <= sides; i++) {
-            double ds = sin((i * 2 * c_pi) / sides);
-            double dc = cos((i * 2 * c_pi) / sides);
+       const double dt = c_2pi / static_cast<double>( sides );
+       const double dp = c_pi / static_cast<double>( sides );
 
-            glVertex3f(
-                    static_cast<float>( origin[0] + radius * dc ),
-                    static_cast<float>( origin[1] + radius * ds ),
-                    origin[2]
-            );
-        }
+       glBegin( GL_TRIANGLES );
+       for ( int i = 0; i <= sides - 1; ++i )
+       {
+               for ( int j = 0; j <= sides - 2; ++j )
+               {
+                       const double t = i * dt;
+                       const double p = ( j * dp ) - ( c_pi / 2.0 );
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+               }
+       }
 
-        glEnd();
-    }
+       {
+               const double p = ( sides - 1 ) * dp - ( c_pi / 2.0 );
+               for ( int i = 0; i <= sides - 1; ++i )
+               {
+                       const double t = i * dt;
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+               }
+       }
+       glEnd();
+}
 
-    {
-        glBegin(GL_LINE_LOOP);
+void sphere_draw_wire( const Vector3& origin, float radius, int sides ){
+       {
+               glBegin( GL_LINE_LOOP );
 
-        for (int i = 0; i <= sides; i++) {
-            double ds = sin((i * 2 * c_pi) / sides);
-            double dc = cos((i * 2 * c_pi) / sides);
+               for ( int i = 0; i <= sides; i++ )
+               {
+                       double ds = sin( ( i * 2 * c_pi ) / sides );
+                       double dc = cos( ( i * 2 * c_pi ) / sides );
+
+                       glVertex3f(
+                               static_cast<float>( origin[0] + radius * dc ),
+                               static_cast<float>( origin[1] + radius * ds ),
+                               origin[2]
+                               );
+               }
 
-            glVertex3f(
-                    static_cast<float>( origin[0] + radius * dc ),
-                    origin[1],
-                    static_cast<float>( origin[2] + radius * ds )
-            );
-        }
+               glEnd();
+       }
 
-        glEnd();
-    }
+       {
+               glBegin( GL_LINE_LOOP );
 
-    {
-        glBegin(GL_LINE_LOOP);
+               for ( int i = 0; i <= sides; i++ )
+               {
+                       double ds = sin( ( i * 2 * c_pi ) / sides );
+                       double dc = cos( ( i * 2 * c_pi ) / sides );
+
+                       glVertex3f(
+                               static_cast<float>( origin[0] + radius * dc ),
+                               origin[1],
+                               static_cast<float>( origin[2] + radius * ds )
+                               );
+               }
 
-        for (int i = 0; i <= sides; i++) {
-            double ds = sin((i * 2 * c_pi) / sides);
-            double dc = cos((i * 2 * c_pi) / sides);
+               glEnd();
+       }
 
-            glVertex3f(
-                    origin[0],
-                    static_cast<float>( origin[1] + radius * dc ),
-                    static_cast<float>( origin[2] + radius * ds )
-            );
-        }
+       {
+               glBegin( GL_LINE_LOOP );
 
-        glEnd();
-    }
+               for ( int i = 0; i <= sides; i++ )
+               {
+                       double ds = sin( ( i * 2 * c_pi ) / sides );
+                       double dc = cos( ( i * 2 * c_pi ) / sides );
+
+                       glVertex3f(
+                               origin[0],
+                               static_cast<float>( origin[1] + radius * dc ),
+                               static_cast<float>( origin[2] + radius * ds )
+                               );
+               }
+
+               glEnd();
+       }
 }
 
-void light_draw_box_lines(const Vector3 &origin, const Vector3 points[8])
-{
-    //draw lines from the center of the bbox to the corners
-    glBegin(GL_LINES);
+void light_draw_box_lines( const Vector3& origin, const Vector3 points[8] ){
+       //draw lines from the center of the bbox to the corners
+       glBegin( GL_LINES );
 
-    glVertex3fv(vector3_to_array(origin));
-    glVertex3fv(vector3_to_array(points[1]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[1] ) );
 
-    glVertex3fv(vector3_to_array(origin));
-    glVertex3fv(vector3_to_array(points[5]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[5] ) );
 
-    glVertex3fv(vector3_to_array(origin));
-    glVertex3fv(vector3_to_array(points[2]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[2] ) );
 
-    glVertex3fv(vector3_to_array(origin));
-    glVertex3fv(vector3_to_array(points[6]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[6] ) );
 
-    glVertex3fv(vector3_to_array(origin));
-    glVertex3fv(vector3_to_array(points[0]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[0] ) );
 
-    glVertex3fv(vector3_to_array(origin));
-    glVertex3fv(vector3_to_array(points[4]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[4] ) );
 
-    glVertex3fv(vector3_to_array(origin));
-    glVertex3fv(vector3_to_array(points[3]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[3] ) );
 
-    glVertex3fv(vector3_to_array(origin));
-    glVertex3fv(vector3_to_array(points[7]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[7] ) );
 
-    glEnd();
+       glEnd();
 }
 
-void light_draw_radius_wire(const Vector3 &origin, const float envelope[3])
-{
-    if (envelope[0] > 0) {
-        sphere_draw_wire(origin, envelope[0], 24);
-    }
-    if (envelope[1] > 0) {
-        sphere_draw_wire(origin, envelope[1], 24);
-    }
-    if (envelope[2] > 0) {
-        sphere_draw_wire(origin, envelope[2], 24);
-    }
-}
-
-void light_draw_radius_fill(const Vector3 &origin, const float envelope[3])
-{
-    if (envelope[0] > 0) {
-        sphere_draw_fill(origin, envelope[0], 16);
-    }
-    if (envelope[1] > 0) {
-        sphere_draw_fill(origin, envelope[1], 16);
-    }
-    if (envelope[2] > 0) {
-        sphere_draw_fill(origin, envelope[2], 16);
-    }
-}
-
-void light_vertices(const AABB &aabb_light, Vector3 points[6])
-{
-    Vector3 max(vector3_added(aabb_light.origin, aabb_light.extents));
-    Vector3 min(vector3_subtracted(aabb_light.origin, aabb_light.extents));
-    Vector3 mid(aabb_light.origin);
+void light_draw_radius_wire( const Vector3& origin, const float envelope[3] ){
+       if ( envelope[0] > 0 ) {
+               sphere_draw_wire( origin, envelope[0], 24 );
+       }
+       if ( envelope[1] > 0 ) {
+               sphere_draw_wire( origin, envelope[1], 24 );
+       }
+       if ( envelope[2] > 0 ) {
+               sphere_draw_wire( origin, envelope[2], 24 );
+       }
+}
 
-    // top, bottom, middle-up, middle-right, middle-down, middle-left
-    points[0] = Vector3(mid[0], mid[1], max[2]);
-    points[1] = Vector3(mid[0], mid[1], min[2]);
-    points[2] = Vector3(mid[0], max[1], mid[2]);
-    points[3] = Vector3(max[0], mid[1], mid[2]);
-    points[4] = Vector3(mid[0], min[1], mid[2]);
-    points[5] = Vector3(min[0], mid[1], mid[2]);
+void light_draw_radius_fill( const Vector3& origin, const float envelope[3] ){
+       if ( envelope[0] > 0 ) {
+               sphere_draw_fill( origin, envelope[0], 16 );
+       }
+       if ( envelope[1] > 0 ) {
+               sphere_draw_fill( origin, envelope[1], 16 );
+       }
+       if ( envelope[2] > 0 ) {
+               sphere_draw_fill( origin, envelope[2], 16 );
+       }
 }
 
-void light_draw(const AABB &aabb_light, RenderStateFlags state)
-{
-    Vector3 points[6];
-    light_vertices(aabb_light, points);
-
-    if (state & RENDER_LIGHTING) {
-        const float f = 0.70710678f;
-        // North, East, South, West
-        const Vector3 normals[8] = {
-                Vector3(0, f, f),
-                Vector3(f, 0, f),
-                Vector3(0, -f, f),
-                Vector3(-f, 0, f),
-                Vector3(0, f, -f),
-                Vector3(f, 0, -f),
-                Vector3(0, -f, -f),
-                Vector3(-f, 0, -f),
-        };
+void light_vertices( const AABB& aabb_light, Vector3 points[6] ){
+       Vector3 max( vector3_added( aabb_light.origin, aabb_light.extents ) );
+       Vector3 min( vector3_subtracted( aabb_light.origin, aabb_light.extents ) );
+       Vector3 mid( aabb_light.origin );
+
+       // top, bottom, middle-up, middle-right, middle-down, middle-left
+       points[0] = Vector3( mid[0], mid[1], max[2] );
+       points[1] = Vector3( mid[0], mid[1], min[2] );
+       points[2] = Vector3( mid[0], max[1], mid[2] );
+       points[3] = Vector3( max[0], mid[1], mid[2] );
+       points[4] = Vector3( mid[0], min[1], mid[2] );
+       points[5] = Vector3( min[0], mid[1], mid[2] );
+}
+
+void light_draw( const AABB& aabb_light, RenderStateFlags state ){
+       Vector3 points[6];
+       light_vertices( aabb_light, points );
+
+       if ( state & RENDER_LIGHTING ) {
+               const float f = 0.70710678f;
+               // North, East, South, West
+               const Vector3 normals[8] = {
+                       Vector3( 0, f, f ),
+                       Vector3( f, 0, f ),
+                       Vector3( 0,-f, f ),
+                       Vector3( -f, 0, f ),
+                       Vector3( 0, f,-f ),
+                       Vector3( f, 0,-f ),
+                       Vector3( 0,-f,-f ),
+                       Vector3( -f, 0,-f ),
+               };
 
 #if !defined( USE_TRIANGLE_FAN )
-        glBegin(GL_TRIANGLES);
+               glBegin( GL_TRIANGLES );
 #else
-        glBegin( GL_TRIANGLE_FAN );
+               glBegin( GL_TRIANGLE_FAN );
 #endif
-        glVertex3fv(vector3_to_array(points[0]));
-        glVertex3fv(vector3_to_array(points[2]));
-        glNormal3fv(vector3_to_array(normals[0]));
-        glVertex3fv(vector3_to_array(points[3]));
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+               glNormal3fv( vector3_to_array( normals[0] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
 
 #if !defined( USE_TRIANGLE_FAN )
-        glVertex3fv(vector3_to_array(points[0]));
-        glVertex3fv(vector3_to_array(points[3]));
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
 #endif
-        glNormal3fv(vector3_to_array(normals[1]));
-        glVertex3fv(vector3_to_array(points[4]));
+               glNormal3fv( vector3_to_array( normals[1] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
 
 #if !defined( USE_TRIANGLE_FAN )
-        glVertex3fv(vector3_to_array(points[0]));
-        glVertex3fv(vector3_to_array(points[4]));
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
 #endif
-        glNormal3fv(vector3_to_array(normals[2]));
-        glVertex3fv(vector3_to_array(points[5]));
+               glNormal3fv( vector3_to_array( normals[2] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
 #if !defined( USE_TRIANGLE_FAN )
-        glVertex3fv(vector3_to_array(points[0]));
-        glVertex3fv(vector3_to_array(points[5]));
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
 #endif
-        glNormal3fv(vector3_to_array(normals[3]));
-        glVertex3fv(vector3_to_array(points[2]));
+               glNormal3fv( vector3_to_array( normals[3] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
 #if defined( USE_TRIANGLE_FAN )
-                                                                                                                                glEnd();
+               glEnd();
                glBegin( GL_TRIANGLE_FAN );
 #endif
 
-        glVertex3fv(vector3_to_array(points[1]));
-        glVertex3fv(vector3_to_array(points[2]));
-        glNormal3fv(vector3_to_array(normals[7]));
-        glVertex3fv(vector3_to_array(points[5]));
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+               glNormal3fv( vector3_to_array( normals[7] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
 
 #if !defined( USE_TRIANGLE_FAN )
-        glVertex3fv(vector3_to_array(points[1]));
-        glVertex3fv(vector3_to_array(points[5]));
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
 #endif
-        glNormal3fv(vector3_to_array(normals[6]));
-        glVertex3fv(vector3_to_array(points[4]));
+               glNormal3fv( vector3_to_array( normals[6] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
 
 #if !defined( USE_TRIANGLE_FAN )
-        glVertex3fv(vector3_to_array(points[1]));
-        glVertex3fv(vector3_to_array(points[4]));
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
 #endif
-        glNormal3fv(vector3_to_array(normals[5]));
-        glVertex3fv(vector3_to_array(points[3]));
+               glNormal3fv( vector3_to_array( normals[5] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
 
 #if !defined( USE_TRIANGLE_FAN )
-        glVertex3fv(vector3_to_array(points[1]));
-        glVertex3fv(vector3_to_array(points[3]));
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
 #endif
-        glNormal3fv(vector3_to_array(normals[4]));
-        glVertex3fv(vector3_to_array(points[2]));
-
-        glEnd();
-    } else {
-        typedef unsigned int index_t;
-        const index_t indices[24] = {
-                0, 2, 3,
-                0, 3, 4,
-                0, 4, 5,
-                0, 5, 2,
-                1, 2, 5,
-                1, 5, 4,
-                1, 4, 3,
-                1, 3, 2
-        };
+               glNormal3fv( vector3_to_array( normals[4] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+
+               glEnd();
+       }
+       else
+       {
+               typedef unsigned int index_t;
+               const index_t indices[24] = {
+                       0, 2, 3,
+                       0, 3, 4,
+                       0, 4, 5,
+                       0, 5, 2,
+                       1, 2, 5,
+                       1, 5, 4,
+                       1, 4, 3,
+                       1, 3, 2
+               };
 #if 1
-        glVertexPointer(3, GL_FLOAT, 0, points);
-        glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(index_t), RenderIndexTypeID, indices);
+               glVertexPointer( 3, GL_FLOAT, 0, points );
+               glDrawElements( GL_TRIANGLES, sizeof( indices ) / sizeof( index_t ), RenderIndexTypeID, indices );
 #else
-                                                                                                                                glBegin( GL_TRIANGLES );
+               glBegin( GL_TRIANGLES );
                for ( unsigned int i = 0; i < sizeof( indices ) / sizeof( index_t ); ++i )
                {
                        glVertex3fv( points[indices[i]] );
                }
                glEnd();
 #endif
-    }
+       }
 
 
-    // NOTE: prolly not relevant until some time..
-    // check for DOOM lights
+       // NOTE: prolly not relevant until some time..
+       // check for DOOM lights
 #if 0
-                                                                                                                            if ( strlen( ValueForKey( e, "light_right" ) ) > 0 ) {
+       if ( strlen( ValueForKey( e, "light_right" ) ) > 0 ) {
                vec3_t vRight, vUp, vTarget, vTemp;
                GetVectorForKey( e, "light_right", vRight );
                GetVectorForKey( e, "light_up", vUp );
@@ -415,1024 +415,894 @@ void light_draw(const AABB &aabb_light, RenderStateFlags state)
 float fPointScale = 7500.f;
 float fLinearScale = 1.f / 8000.f;
 
-float light_radius_linear(float fIntensity, float fFalloffTolerance)
-{
-    return ((fIntensity * fPointScale * fLinearScale) - fFalloffTolerance);
+float light_radius_linear( float fIntensity, float fFalloffTolerance ){
+       return ( ( fIntensity * fPointScale * fLinearScale ) - fFalloffTolerance );
 }
 
-float light_radius(float fIntensity, float fFalloffTolerance)
-{
-    return sqrt(fIntensity * fPointScale / fFalloffTolerance);
+float light_radius( float fIntensity, float fFalloffTolerance ){
+       return sqrt( fIntensity * fPointScale / fFalloffTolerance );
 }
 
 
 LightType g_lightType = LIGHTTYPE_DEFAULT;
 
 
-bool spawnflags_linear(int flags)
-{
-    if (g_lightType == LIGHTTYPE_RTCW) {
-        // Spawnflags :
-        // 1: nonlinear
-        // 2: angle
+bool spawnflags_linear( int flags ){
+       if ( g_lightType == LIGHTTYPE_RTCW ) {
+               // Spawnflags :
+               // 1: nonlinear
+               // 2: angle
 
-        return !(flags & 1);
-    } else {
-        // Spawnflags :
-        // 1: linear
-        // 2: no angle
+               return !( flags & 1 );
+       }
+       else
+       {
+               // Spawnflags :
+               // 1: linear
+               // 2: no angle
 
-        return (flags & 1);
-    }
+               return ( flags & 1 );
+       }
 }
 
-class LightRadii {
+class LightRadii
+{
 public:
-    float m_radii[3];
+float m_radii[3];
 
 private:
-    float m_primaryIntensity;
-    float m_secondaryIntensity;
-    int m_flags;
-    float m_fade;
-    float m_scale;
-
-    void calculateRadii()
-    {
-        float intensity = 300.0f;
-
-        if (m_primaryIntensity != 0.0f) {
-            intensity = m_primaryIntensity;
-        } else if (m_secondaryIntensity != 0.0f) {
-            intensity = m_secondaryIntensity;
-        }
-
-        intensity *= m_scale;
-
-        if (spawnflags_linear(m_flags)) {
-            m_radii[0] = light_radius_linear(intensity, 1.0f) / m_fade;
-            m_radii[1] = light_radius_linear(intensity, 48.0f) / m_fade;
-            m_radii[2] = light_radius_linear(intensity, 255.0f) / m_fade;
-        } else {
-            m_radii[0] = light_radius(intensity, 1.0f);
-            m_radii[1] = light_radius(intensity, 48.0f);
-            m_radii[2] = light_radius(intensity, 255.0f);
-        }
-    }
+float m_primaryIntensity;
+float m_secondaryIntensity;
+int m_flags;
+float m_fade;
+float m_scale;
+
+void calculateRadii(){
+       float intensity = 300.0f;
+
+       if ( m_primaryIntensity != 0.0f ) {
+               intensity = m_primaryIntensity;
+       }
+       else if ( m_secondaryIntensity != 0.0f ) {
+               intensity = m_secondaryIntensity;
+       }
+
+       intensity *= m_scale;
+
+       if ( spawnflags_linear( m_flags ) ) {
+               m_radii[0] = light_radius_linear( intensity, 1.0f ) / m_fade;
+               m_radii[1] = light_radius_linear( intensity, 48.0f ) / m_fade;
+               m_radii[2] = light_radius_linear( intensity, 255.0f ) / m_fade;
+       }
+       else
+       {
+               m_radii[0] = light_radius( intensity, 1.0f );
+               m_radii[1] = light_radius( intensity, 48.0f );
+               m_radii[2] = light_radius( intensity, 255.0f );
+       }
+}
 
 public:
-    LightRadii() : m_primaryIntensity(0), m_secondaryIntensity(0), m_flags(0), m_fade(1), m_scale(1)
-    {
-    }
-
-
-    void primaryIntensityChanged(const char *value)
-    {
-        m_primaryIntensity = string_read_float(value);
-        calculateRadii();
-    }
-
-    typedef MemberCaller<LightRadii, void(
-            const char *), &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
-
-    void secondaryIntensityChanged(const char *value)
-    {
-        m_secondaryIntensity = string_read_float(value);
-        calculateRadii();
-    }
-
-    typedef MemberCaller<LightRadii, void(
-            const char *), &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
-
-    void scaleChanged(const char *value)
-    {
-        m_scale = string_read_float(value);
-        if (m_scale <= 0.0f) {
-            m_scale = 1.0f;
-        }
-        calculateRadii();
-    }
-
-    typedef MemberCaller<LightRadii, void(const char *), &LightRadii::scaleChanged> ScaleChangedCaller;
-
-    void fadeChanged(const char *value)
-    {
-        m_fade = string_read_float(value);
-        if (m_fade <= 0.0f) {
-            m_fade = 1.0f;
-        }
-        calculateRadii();
-    }
-
-    typedef MemberCaller<LightRadii, void(const char *), &LightRadii::fadeChanged> FadeChangedCaller;
-
-    void flagsChanged(const char *value)
-    {
-        m_flags = string_read_int(value);
-        calculateRadii();
-    }
-
-    typedef MemberCaller<LightRadii, void(const char *), &LightRadii::flagsChanged> FlagsChangedCaller;
+LightRadii() : m_primaryIntensity( 0 ), m_secondaryIntensity( 0 ), m_flags( 0 ), m_fade( 1 ), m_scale( 1 ){
+}
+
+
+void primaryIntensityChanged( const char* value ){
+       m_primaryIntensity = string_read_float( value );
+       calculateRadii();
+}
+typedef MemberCaller<LightRadii, void(const char*), &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
+void secondaryIntensityChanged( const char* value ){
+       m_secondaryIntensity = string_read_float( value );
+       calculateRadii();
+}
+typedef MemberCaller<LightRadii, void(const char*), &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
+void scaleChanged( const char* value ){
+       m_scale = string_read_float( value );
+       if ( m_scale <= 0.0f ) {
+               m_scale = 1.0f;
+       }
+       calculateRadii();
+}
+typedef MemberCaller<LightRadii, void(const char*), &LightRadii::scaleChanged> ScaleChangedCaller;
+void fadeChanged( const char* value ){
+       m_fade = string_read_float( value );
+       if ( m_fade <= 0.0f ) {
+               m_fade = 1.0f;
+       }
+       calculateRadii();
+}
+typedef MemberCaller<LightRadii, void(const char*), &LightRadii::fadeChanged> FadeChangedCaller;
+void flagsChanged( const char* value ){
+       m_flags = string_read_int( value );
+       calculateRadii();
+}
+typedef MemberCaller<LightRadii, void(const char*), &LightRadii::flagsChanged> FlagsChangedCaller;
 };
 
-class Doom3LightRadius {
+class Doom3LightRadius
+{
 public:
-    Vector3 m_defaultRadius;
-    Vector3 m_radius;
-    Vector3 m_radiusTransformed;
-    Vector3 m_center;
-    Callback<void()> m_changed;
-    bool m_useCenterKey;
-
-    Doom3LightRadius(const char *defaultRadius) : m_defaultRadius(300, 300, 300), m_center(0, 0, 0),
-                                                  m_useCenterKey(false)
-    {
-        if (!string_parse_vector3(defaultRadius, m_defaultRadius)) {
-            globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
-        }
-        m_radius = m_defaultRadius;
-    }
-
-    void lightRadiusChanged(const char *value)
-    {
-        if (!string_parse_vector3(value, m_radius)) {
-            m_radius = m_defaultRadius;
-        }
-        m_radiusTransformed = m_radius;
-        m_changed();
-        SceneChangeNotify();
-    }
-
-    typedef MemberCaller<Doom3LightRadius, void(
-            const char *), &Doom3LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
-
-    void lightCenterChanged(const char *value)
-    {
-        m_useCenterKey = string_parse_vector3(value, m_center);
-        if (!m_useCenterKey) {
-            m_center = Vector3(0, 0, 0);
-        }
-        SceneChangeNotify();
-    }
-
-    typedef MemberCaller<Doom3LightRadius, void(
-            const char *), &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
+Vector3 m_defaultRadius;
+Vector3 m_radius;
+Vector3 m_radiusTransformed;
+Vector3 m_center;
+Callback<void()> m_changed;
+bool m_useCenterKey;
+
+Doom3LightRadius( const char* defaultRadius ) : m_defaultRadius( 300, 300, 300 ), m_center( 0, 0, 0 ), m_useCenterKey( false ){
+       if ( !string_parse_vector3( defaultRadius, m_defaultRadius ) ) {
+               globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
+       }
+       m_radius = m_defaultRadius;
+}
+
+void lightRadiusChanged( const char* value ){
+       if ( !string_parse_vector3( value, m_radius ) ) {
+               m_radius = m_defaultRadius;
+       }
+       m_radiusTransformed = m_radius;
+       m_changed();
+       SceneChangeNotify();
+}
+typedef MemberCaller<Doom3LightRadius, void(const char*), &Doom3LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
+
+void lightCenterChanged( const char* value ){
+       m_useCenterKey = string_parse_vector3( value, m_center );
+       if ( !m_useCenterKey ) {
+               m_center = Vector3( 0, 0, 0 );
+       }
+       SceneChangeNotify();
+}
+typedef MemberCaller<Doom3LightRadius, void(const char*), &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
 };
 
-class RenderLightRadiiWire : public OpenGLRenderable {
-    LightRadii &m_radii;
-    const Vector3 &m_origin;
+class RenderLightRadiiWire : public OpenGLRenderable
+{
+LightRadii& m_radii;
+const Vector3& m_origin;
 public:
-    RenderLightRadiiWire(LightRadii &radii, const Vector3 &origin) : m_radii(radii), m_origin(origin)
-    {
-    }
-
-    void render(RenderStateFlags state) const
-    {
-        light_draw_radius_wire(m_origin, m_radii.m_radii);
-    }
+RenderLightRadiiWire( LightRadii& radii, const Vector3& origin ) : m_radii( radii ), m_origin( origin ){
+}
+void render( RenderStateFlags state ) const {
+       light_draw_radius_wire( m_origin, m_radii.m_radii );
+}
 };
 
-class RenderLightRadiiFill : public OpenGLRenderable {
-    LightRadii &m_radii;
-    const Vector3 &m_origin;
+class RenderLightRadiiFill : public OpenGLRenderable
+{
+LightRadii& m_radii;
+const Vector3& m_origin;
 public:
-    static Shader *m_state;
-
-    RenderLightRadiiFill(LightRadii &radii, const Vector3 &origin) : m_radii(radii), m_origin(origin)
-    {
-    }
+static Shader* m_state;
 
-    void render(RenderStateFlags state) const
-    {
-        light_draw_radius_fill(m_origin, m_radii.m_radii);
-    }
+RenderLightRadiiFill( LightRadii& radii, const Vector3& origin ) : m_radii( radii ), m_origin( origin ){
+}
+void render( RenderStateFlags state ) const {
+       light_draw_radius_fill( m_origin, m_radii.m_radii );
+}
 };
 
-class RenderLightRadiiBox : public OpenGLRenderable {
-    const Vector3 &m_origin;
+class RenderLightRadiiBox : public OpenGLRenderable
+{
+const Vector3& m_origin;
 public:
-    mutable Vector3 m_points[8];
-    static Shader *m_state;
-
-    RenderLightRadiiBox(const Vector3 &origin) : m_origin(origin)
-    {
-    }
-
-    void render(RenderStateFlags state) const
-    {
-        //draw the bounding box of light based on light_radius key
-        if ((state & RENDER_FILL) != 0) {
-            aabb_draw_flatshade(m_points);
-        } else {
-            aabb_draw_wire(m_points);
-        }
-
-#if 1    //disable if you dont want lines going from the center of the light bbox to the corners
-        light_draw_box_lines(m_origin, m_points);
-#endif
-    }
+mutable Vector3 m_points[8];
+static Shader* m_state;
+
+RenderLightRadiiBox( const Vector3& origin ) : m_origin( origin ){
+}
+void render( RenderStateFlags state ) const {
+       //draw the bounding box of light based on light_radius key
+       if ( ( state & RENDER_FILL ) != 0 ) {
+               aabb_draw_flatshade( m_points );
+       }
+       else
+       {
+               aabb_draw_wire( m_points );
+       }
+
+  #if 1    //disable if you dont want lines going from the center of the light bbox to the corners
+       light_draw_box_lines( m_origin, m_points );
+  #endif
+}
 };
 
-Shader *RenderLightRadiiFill::m_state = 0;
+ShaderRenderLightRadiiFill::m_state = 0;
 
-class RenderLightCenter : public OpenGLRenderable {
-    const Vector3 &m_center;
-    EntityClass &m_eclass;
+class RenderLightCenter : public OpenGLRenderable
+{
+const Vector3& m_center;
+EntityClass& m_eclass;
 public:
-    static Shader *m_state;
-
-    RenderLightCenter(const Vector3 &center, EntityClass &eclass) : m_center(center), m_eclass(eclass)
-    {
-    }
-
-    void render(RenderStateFlags state) const
-    {
-        glBegin(GL_POINTS);
-        glColor3fv(vector3_to_array(m_eclass.color));
-        glVertex3fv(vector3_to_array(m_center));
-        glEnd();
-    }
+static Shader* m_state;
+
+RenderLightCenter( const Vector3& center, EntityClass& eclass ) : m_center( center ), m_eclass( eclass ){
+}
+void render( RenderStateFlags state ) const {
+       glBegin( GL_POINTS );
+       glColor3fv( vector3_to_array( m_eclass.color ) );
+       glVertex3fv( vector3_to_array( m_center ) );
+       glEnd();
+}
 };
 
-Shader *RenderLightCenter::m_state = 0;
+ShaderRenderLightCenter::m_state = 0;
 
-class RenderLightProjection : public OpenGLRenderable {
-    const Matrix4 &m_projection;
+class RenderLightProjection : public OpenGLRenderable
+{
+const Matrix4& m_projection;
 public:
 
-    RenderLightProjection(const Matrix4 &projection) : m_projection(projection)
-    {
-    }
-
-    void render(RenderStateFlags state) const
-    {
-        Matrix4 unproject(matrix4_full_inverse(m_projection));
-        Vector3 points[8];
-        aabb_corners(AABB(Vector3(0.5f, 0.5f, 0.5f), Vector3(0.5f, 0.5f, 0.5f)), points);
-        points[0] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[0], 1)));
-        points[1] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[1], 1)));
-        points[2] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[2], 1)));
-        points[3] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[3], 1)));
-        points[4] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[4], 1)));
-        points[5] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[5], 1)));
-        points[6] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[6], 1)));
-        points[7] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[7], 1)));
+RenderLightProjection( const Matrix4& projection ) : m_projection( projection ){
+}
+void render( RenderStateFlags state ) const {
+       Matrix4 unproject( matrix4_full_inverse( m_projection ) );
+       Vector3 points[8];
+       aabb_corners( AABB( Vector3( 0.5f, 0.5f, 0.5f ), Vector3( 0.5f, 0.5f, 0.5f ) ), points );
+       points[0] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[0], 1 ) ) );
+       points[1] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[1], 1 ) ) );
+       points[2] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[2], 1 ) ) );
+       points[3] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[3], 1 ) ) );
+       points[4] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[4], 1 ) ) );
+       points[5] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[5], 1 ) ) );
+       points[6] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[6], 1 ) ) );
+       points[7] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[7], 1 ) ) );
 //     Vector4 test1 = matrix4_transformed_vector4( unproject, Vector4( 0.5f, 0.5f, 0.5f, 1 ) );
 //     Vector3 test2 = vector4_projected( test1 );
-        aabb_draw_wire(points);
-    }
+       aabb_draw_wire( points );
+}
 };
 
-inline void default_extents(Vector3 &extents)
-{
-    extents = Vector3(8, 8, 8);
+inline void default_extents( Vector3& extents ){
+       extents = Vector3( 8, 8, 8 );
 }
 
-class ShaderRef {
-    CopiedString m_name;
-    Shader *m_shader;
-
-    void capture()
-    {
-        m_shader = GlobalShaderCache().capture(m_name.c_str());
-    }
-
-    void release()
-    {
-        GlobalShaderCache().release(m_name.c_str());
-    }
-
+class ShaderRef
+{
+CopiedString m_name;
+Shader* m_shader;
+void capture(){
+       m_shader = GlobalShaderCache().capture( m_name.c_str() );
+}
+void release(){
+       GlobalShaderCache().release( m_name.c_str() );
+}
 public:
-    ShaderRef()
-    {
-        capture();
-    }
-
-    ~ShaderRef()
-    {
-        release();
-    }
-
-    void setName(const char *name)
-    {
-        release();
-        m_name = name;
-        capture();
-    }
-
-    Shader *get() const
-    {
-        return m_shader;
-    }
+ShaderRef(){
+       capture();
+}
+~ShaderRef(){
+       release();
+}
+void setName( const char* name ){
+       release();
+       m_name = name;
+       capture();
+}
+Shader* get() const {
+       return m_shader;
+}
 };
 
-class LightShader {
-    ShaderRef m_shader;
+class LightShader
+{
+ShaderRef m_shader;
+void setDefault(){
+       m_shader.setName( m_defaultShader );
+}
+public:
+static const char* m_defaultShader;
 
-    void setDefault()
-    {
-        m_shader.setName(m_defaultShader);
-    }
+LightShader(){
+       setDefault();
+}
+void valueChanged( const char* value ){
+       if ( string_empty( value ) ) {
+               setDefault();
+       }
+       else
+       {
+               m_shader.setName( value );
+       }
+       SceneChangeNotify();
+}
+typedef MemberCaller<LightShader, void(const char*), &LightShader::valueChanged> ValueChangedCaller;
 
-public:
-    static const char *m_defaultShader;
-
-    LightShader()
-    {
-        setDefault();
-    }
-
-    void valueChanged(const char *value)
-    {
-        if (string_empty(value)) {
-            setDefault();
-        } else {
-            m_shader.setName(value);
-        }
-        SceneChangeNotify();
-    }
-
-    typedef MemberCaller<LightShader, void(const char *), &LightShader::valueChanged> ValueChangedCaller;
-
-    Shader *get() const
-    {
-        return m_shader.get();
-    }
+Shader* get() const {
+       return m_shader.get();
+}
 };
 
-const char *LightShader::m_defaultShader = "";
+const charLightShader::m_defaultShader = "";
 
-inline const BasicVector4<double> &plane3_to_vector4(const Plane3 &self)
-{
-    return reinterpret_cast<const BasicVector4<double> &>( self );
+inline const BasicVector4<double>& plane3_to_vector4( const Plane3& self ){
+       return reinterpret_cast<const BasicVector4<double>&>( self );
 }
 
-inline BasicVector4<double> &plane3_to_vector4(Plane3 &self)
-{
-    return reinterpret_cast<BasicVector4<double> &>( self );
+inline BasicVector4<double>& plane3_to_vector4( Plane3& self ){
+       return reinterpret_cast<BasicVector4<double>&>( self );
 }
 
-inline Matrix4 matrix4_from_planes(const Plane3 &left, const Plane3 &right, const Plane3 &bottom, const Plane3 &top,
-                                   const Plane3 &front, const Plane3 &back)
-{
-    return Matrix4(
-            (right.a - left.a) / 2,
-            (top.a - bottom.a) / 2,
-            (back.a - front.a) / 2,
-            right.a - (right.a - left.a) / 2,
-            (right.b - left.b) / 2,
-            (top.b - bottom.b) / 2,
-            (back.b - front.b) / 2,
-            right.b - (right.b - left.b) / 2,
-            (right.c - left.c) / 2,
-            (top.c - bottom.c) / 2,
-            (back.c - front.c) / 2,
-            right.c - (right.c - left.c) / 2,
-            (right.d - left.d) / 2,
-            (top.d - bottom.d) / 2,
-            (back.d - front.d) / 2,
-            right.d - (right.d - left.d) / 2
-    );
+inline Matrix4 matrix4_from_planes( const Plane3& left, const Plane3& right, const Plane3& bottom, const Plane3& top, const Plane3& front, const Plane3& back ){
+       return Matrix4(
+                          ( right.a - left.a ) / 2,
+                          ( top.a - bottom.a ) / 2,
+                          ( back.a - front.a ) / 2,
+                          right.a - ( right.a - left.a ) / 2,
+                          ( right.b - left.b ) / 2,
+                          ( top.b - bottom.b ) / 2,
+                          ( back.b - front.b ) / 2,
+                          right.b - ( right.b - left.b ) / 2,
+                          ( right.c - left.c ) / 2,
+                          ( top.c - bottom.c ) / 2,
+                          ( back.c - front.c ) / 2,
+                          right.c - ( right.c - left.c ) / 2,
+                          ( right.d - left.d ) / 2,
+                          ( top.d - bottom.d ) / 2,
+                          ( back.d - front.d ) / 2,
+                          right.d - ( right.d - left.d ) / 2
+                          );
 }
 
 class Light :
-        public OpenGLRenderable,
-        public Cullable,
-        public Bounded,
-        public Editable,
-        public Snappable {
-    EntityKeyValues m_entity;
-    KeyObserverMap m_keyObservers;
-    TraversableNodeSet m_traverse;
-    IdentityTransform m_transform;
-
-    OriginKey m_originKey;
-    RotationKey m_rotationKey;
-    Float9 m_rotation;
-    Colour m_colour;
-
-    ClassnameFilter m_filter;
-    NamedEntity m_named;
-    NameKeys m_nameKeys;
-    TraversableObserverPairRelay m_traverseObservers;
-    Doom3GroupOrigin m_funcStaticOrigin;
-
-    LightRadii m_radii;
-    Doom3LightRadius m_doom3Radius;
-
-    RenderLightRadiiWire m_radii_wire;
-    RenderLightRadiiFill m_radii_fill;
-    RenderLightRadiiBox m_radii_box;
-    RenderLightCenter m_render_center;
-    RenderableNamedEntity m_renderName;
-
-    Vector3 m_lightOrigin;
-    bool m_useLightOrigin;
-    Float9 m_lightRotation;
-    bool m_useLightRotation;
-
-    Vector3 m_lightTarget;
-    bool m_useLightTarget;
-    Vector3 m_lightUp;
-    bool m_useLightUp;
-    Vector3 m_lightRight;
-    bool m_useLightRight;
-    Vector3 m_lightStart;
-    bool m_useLightStart;
-    Vector3 m_lightEnd;
-    bool m_useLightEnd;
-
-    mutable AABB m_doom3AABB;
-    mutable Matrix4 m_doom3Rotation;
-    mutable Matrix4 m_doom3Projection;
-    mutable Frustum m_doom3Frustum;
-    mutable bool m_doom3ProjectionChanged;
-
-    RenderLightProjection m_renderProjection;
-
-    LightShader m_shader;
-
-    AABB m_aabb_light;
-
-    Callback<void()> m_transformChanged;
-    Callback<void()> m_boundsChanged;
-    Callback<void()> m_evaluateTransform;
-
-    void construct()
-    {
-        default_rotation(m_rotation);
-        m_aabb_light.origin = Vector3(0, 0, 0);
-        default_extents(m_aabb_light.extents);
-
-        m_keyObservers.insert("classname", ClassnameFilter::ClassnameChangedCaller(m_filter));
-        m_keyObservers.insert(Static<KeyIsName>::instance().m_nameKey, NamedEntity::IdentifierChangedCaller(m_named));
-        m_keyObservers.insert("_color", Colour::ColourChangedCaller(m_colour));
-        m_keyObservers.insert("origin", OriginKey::OriginChangedCaller(m_originKey));
-        m_keyObservers.insert("_light", LightRadii::PrimaryIntensityChangedCaller(m_radii));
-        m_keyObservers.insert("light", LightRadii::SecondaryIntensityChangedCaller(m_radii));
-        m_keyObservers.insert("fade", LightRadii::FadeChangedCaller(m_radii));
-        m_keyObservers.insert("scale", LightRadii::ScaleChangedCaller(m_radii));
-        m_keyObservers.insert("spawnflags", LightRadii::FlagsChangedCaller(m_radii));
-
-        if (g_lightType == LIGHTTYPE_DOOM3) {
-            m_keyObservers.insert("angle", RotationKey::AngleChangedCaller(m_rotationKey));
-            m_keyObservers.insert("rotation", RotationKey::RotationChangedCaller(m_rotationKey));
-            m_keyObservers.insert("light_radius", Doom3LightRadius::LightRadiusChangedCaller(m_doom3Radius));
-            m_keyObservers.insert("light_center", Doom3LightRadius::LightCenterChangedCaller(m_doom3Radius));
-            m_keyObservers.insert("light_origin", Light::LightOriginChangedCaller(*this));
-            m_keyObservers.insert("light_rotation", Light::LightRotationChangedCaller(*this));
-            m_keyObservers.insert("light_target", Light::LightTargetChangedCaller(*this));
-            m_keyObservers.insert("light_up", Light::LightUpChangedCaller(*this));
-            m_keyObservers.insert("light_right", Light::LightRightChangedCaller(*this));
-            m_keyObservers.insert("light_start", Light::LightStartChangedCaller(*this));
-            m_keyObservers.insert("light_end", Light::LightEndChangedCaller(*this));
-            m_keyObservers.insert("texture", LightShader::ValueChangedCaller(m_shader));
-            m_useLightTarget = m_useLightUp = m_useLightRight = m_useLightStart = m_useLightEnd = false;
-            m_doom3ProjectionChanged = true;
-        }
-
-        if (g_lightType == LIGHTTYPE_DOOM3) {
-            m_traverse.attach(&m_traverseObservers);
-            m_traverseObservers.attach(m_funcStaticOrigin);
-
-            m_entity.m_isContainer = true;
-        }
-    }
-
-    void destroy()
-    {
-        if (g_lightType == LIGHTTYPE_DOOM3) {
-            m_traverseObservers.detach(m_funcStaticOrigin);
-            m_traverse.detach(&m_traverseObservers);
-        }
-    }
+       public OpenGLRenderable,
+       public Cullable,
+       public Bounded,
+       public Editable,
+       public Snappable
+{
+EntityKeyValues m_entity;
+KeyObserverMap m_keyObservers;
+TraversableNodeSet m_traverse;
+IdentityTransform m_transform;
+
+OriginKey m_originKey;
+RotationKey m_rotationKey;
+Float9 m_rotation;
+Colour m_colour;
+
+ClassnameFilter m_filter;
+NamedEntity m_named;
+NameKeys m_nameKeys;
+TraversableObserverPairRelay m_traverseObservers;
+Doom3GroupOrigin m_funcStaticOrigin;
+
+LightRadii m_radii;
+Doom3LightRadius m_doom3Radius;
+
+RenderLightRadiiWire m_radii_wire;
+RenderLightRadiiFill m_radii_fill;
+RenderLightRadiiBox m_radii_box;
+RenderLightCenter m_render_center;
+RenderableNamedEntity m_renderName;
+
+Vector3 m_lightOrigin;
+bool m_useLightOrigin;
+Float9 m_lightRotation;
+bool m_useLightRotation;
+
+Vector3 m_lightTarget;
+bool m_useLightTarget;
+Vector3 m_lightUp;
+bool m_useLightUp;
+Vector3 m_lightRight;
+bool m_useLightRight;
+Vector3 m_lightStart;
+bool m_useLightStart;
+Vector3 m_lightEnd;
+bool m_useLightEnd;
+
+mutable AABB m_doom3AABB;
+mutable Matrix4 m_doom3Rotation;
+mutable Matrix4 m_doom3Projection;
+mutable Frustum m_doom3Frustum;
+mutable bool m_doom3ProjectionChanged;
+
+RenderLightProjection m_renderProjection;
+
+LightShader m_shader;
+
+AABB m_aabb_light;
+
+Callback<void()> m_transformChanged;
+Callback<void()> m_boundsChanged;
+Callback<void()> m_evaluateTransform;
+
+void construct(){
+       default_rotation( m_rotation );
+       m_aabb_light.origin = Vector3( 0, 0, 0 );
+       default_extents( m_aabb_light.extents );
+
+       m_keyObservers.insert( "classname", ClassnameFilter::ClassnameChangedCaller( m_filter ) );
+       m_keyObservers.insert( Static<KeyIsName>::instance().m_nameKey, NamedEntity::IdentifierChangedCaller( m_named ) );
+       m_keyObservers.insert( "_color", Colour::ColourChangedCaller( m_colour ) );
+       m_keyObservers.insert( "origin", OriginKey::OriginChangedCaller( m_originKey ) );
+       m_keyObservers.insert( "_light", LightRadii::PrimaryIntensityChangedCaller( m_radii ) );
+       m_keyObservers.insert( "light", LightRadii::SecondaryIntensityChangedCaller( m_radii ) );
+       m_keyObservers.insert( "fade", LightRadii::FadeChangedCaller( m_radii ) );
+       m_keyObservers.insert( "scale", LightRadii::ScaleChangedCaller( m_radii ) );
+       m_keyObservers.insert( "spawnflags", LightRadii::FlagsChangedCaller( m_radii ) );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_keyObservers.insert( "angle", RotationKey::AngleChangedCaller( m_rotationKey ) );
+               m_keyObservers.insert( "rotation", RotationKey::RotationChangedCaller( m_rotationKey ) );
+               m_keyObservers.insert( "light_radius", Doom3LightRadius::LightRadiusChangedCaller( m_doom3Radius ) );
+               m_keyObservers.insert( "light_center", Doom3LightRadius::LightCenterChangedCaller( m_doom3Radius ) );
+               m_keyObservers.insert( "light_origin", Light::LightOriginChangedCaller( *this ) );
+               m_keyObservers.insert( "light_rotation", Light::LightRotationChangedCaller( *this ) );
+               m_keyObservers.insert( "light_target", Light::LightTargetChangedCaller( *this ) );
+               m_keyObservers.insert( "light_up", Light::LightUpChangedCaller( *this ) );
+               m_keyObservers.insert( "light_right", Light::LightRightChangedCaller( *this ) );
+               m_keyObservers.insert( "light_start", Light::LightStartChangedCaller( *this ) );
+               m_keyObservers.insert( "light_end", Light::LightEndChangedCaller( *this ) );
+               m_keyObservers.insert( "texture", LightShader::ValueChangedCaller( m_shader ) );
+               m_useLightTarget = m_useLightUp = m_useLightRight = m_useLightStart = m_useLightEnd = false;
+               m_doom3ProjectionChanged = true;
+       }
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_traverse.attach( &m_traverseObservers );
+               m_traverseObservers.attach( m_funcStaticOrigin );
+
+               m_entity.m_isContainer = true;
+       }
+}
+void destroy(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_traverseObservers.detach( m_funcStaticOrigin );
+               m_traverse.detach( &m_traverseObservers );
+       }
+}
 
 // vc 2k5 compiler fix
 #if _MSC_VER >= 1400
-    public:
+public:
 #endif
 
-    void updateOrigin()
-    {
-        m_boundsChanged();
-
-        if (g_lightType == LIGHTTYPE_DOOM3) {
-            m_funcStaticOrigin.originChanged();
-        }
-
-        m_doom3Radius.m_changed();
-
-        GlobalSelectionSystem().pivotChanged();
-    }
-
-    void originChanged()
-    {
-        m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
-        updateOrigin();
-    }
-
-    typedef MemberCaller<Light, void(), &Light::originChanged> OriginChangedCaller;
-
-    void lightOriginChanged(const char *value)
-    {
-        m_useLightOrigin = !string_empty(value);
-        if (m_useLightOrigin) {
-            read_origin(m_lightOrigin, value);
-        }
-        originChanged();
-    }
-
-    typedef MemberCaller<Light, void(const char *), &Light::lightOriginChanged> LightOriginChangedCaller;
-
-    void lightTargetChanged(const char *value)
-    {
-        m_useLightTarget = !string_empty(value);
-        if (m_useLightTarget) {
-            read_origin(m_lightTarget, value);
-        }
-        projectionChanged();
-    }
-
-    typedef MemberCaller<Light, void(const char *), &Light::lightTargetChanged> LightTargetChangedCaller;
-
-    void lightUpChanged(const char *value)
-    {
-        m_useLightUp = !string_empty(value);
-        if (m_useLightUp) {
-            read_origin(m_lightUp, value);
-        }
-        projectionChanged();
-    }
-
-    typedef MemberCaller<Light, void(const char *), &Light::lightUpChanged> LightUpChangedCaller;
-
-    void lightRightChanged(const char *value)
-    {
-        m_useLightRight = !string_empty(value);
-        if (m_useLightRight) {
-            read_origin(m_lightRight, value);
-        }
-        projectionChanged();
-    }
-
-    typedef MemberCaller<Light, void(const char *), &Light::lightRightChanged> LightRightChangedCaller;
-
-    void lightStartChanged(const char *value)
-    {
-        m_useLightStart = !string_empty(value);
-        if (m_useLightStart) {
-            read_origin(m_lightStart, value);
-        }
-        projectionChanged();
-    }
-
-    typedef MemberCaller<Light, void(const char *), &Light::lightStartChanged> LightStartChangedCaller;
-
-    void lightEndChanged(const char *value)
-    {
-        m_useLightEnd = !string_empty(value);
-        if (m_useLightEnd) {
-            read_origin(m_lightEnd, value);
-        }
-        projectionChanged();
-    }
-
-    typedef MemberCaller<Light, void(const char *), &Light::lightEndChanged> LightEndChangedCaller;
-
-    void writeLightOrigin()
-    {
-        write_origin(m_lightOrigin, &m_entity, "light_origin");
-    }
-
-    void updateLightRadiiBox() const
-    {
-        const Matrix4 &rotation = rotation_toMatrix(m_rotation);
-        aabb_corners(AABB(Vector3(0, 0, 0), m_doom3Radius.m_radiusTransformed), m_radii_box.m_points);
-        matrix4_transform_point(rotation, m_radii_box.m_points[0]);
-        vector3_add(m_radii_box.m_points[0], m_aabb_light.origin);
-        matrix4_transform_point(rotation, m_radii_box.m_points[1]);
-        vector3_add(m_radii_box.m_points[1], m_aabb_light.origin);
-        matrix4_transform_point(rotation, m_radii_box.m_points[2]);
-        vector3_add(m_radii_box.m_points[2], m_aabb_light.origin);
-        matrix4_transform_point(rotation, m_radii_box.m_points[3]);
-        vector3_add(m_radii_box.m_points[3], m_aabb_light.origin);
-        matrix4_transform_point(rotation, m_radii_box.m_points[4]);
-        vector3_add(m_radii_box.m_points[4], m_aabb_light.origin);
-        matrix4_transform_point(rotation, m_radii_box.m_points[5]);
-        vector3_add(m_radii_box.m_points[5], m_aabb_light.origin);
-        matrix4_transform_point(rotation, m_radii_box.m_points[6]);
-        vector3_add(m_radii_box.m_points[6], m_aabb_light.origin);
-        matrix4_transform_point(rotation, m_radii_box.m_points[7]);
-        vector3_add(m_radii_box.m_points[7], m_aabb_light.origin);
-    }
-
-    void rotationChanged()
-    {
-        rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
-        GlobalSelectionSystem().pivotChanged();
-    }
-
-    typedef MemberCaller<Light, void(), &Light::rotationChanged> RotationChangedCaller;
-
-    void lightRotationChanged(const char *value)
-    {
-        m_useLightRotation = !string_empty(value);
-        if (m_useLightRotation) {
-            read_rotation(m_lightRotation, value);
-        }
-        rotationChanged();
-    }
-
-    typedef MemberCaller<Light, void(const char *), &Light::lightRotationChanged> LightRotationChangedCaller;
+void updateOrigin(){
+       m_boundsChanged();
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_funcStaticOrigin.originChanged();
+       }
+
+       m_doom3Radius.m_changed();
+
+       GlobalSelectionSystem().pivotChanged();
+}
+
+void originChanged(){
+       m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+       updateOrigin();
+}
+typedef MemberCaller<Light, void(), &Light::originChanged> OriginChangedCaller;
+
+void lightOriginChanged( const char* value ){
+       m_useLightOrigin = !string_empty( value );
+       if ( m_useLightOrigin ) {
+               read_origin( m_lightOrigin, value );
+       }
+       originChanged();
+}
+typedef MemberCaller<Light, void(const char*), &Light::lightOriginChanged> LightOriginChangedCaller;
+
+void lightTargetChanged( const char* value ){
+       m_useLightTarget = !string_empty( value );
+       if ( m_useLightTarget ) {
+               read_origin( m_lightTarget, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller<Light, void(const char*), &Light::lightTargetChanged> LightTargetChangedCaller;
+void lightUpChanged( const char* value ){
+       m_useLightUp = !string_empty( value );
+       if ( m_useLightUp ) {
+               read_origin( m_lightUp, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller<Light, void(const char*), &Light::lightUpChanged> LightUpChangedCaller;
+void lightRightChanged( const char* value ){
+       m_useLightRight = !string_empty( value );
+       if ( m_useLightRight ) {
+               read_origin( m_lightRight, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller<Light, void(const char*), &Light::lightRightChanged> LightRightChangedCaller;
+void lightStartChanged( const char* value ){
+       m_useLightStart = !string_empty( value );
+       if ( m_useLightStart ) {
+               read_origin( m_lightStart, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller<Light, void(const char*), &Light::lightStartChanged> LightStartChangedCaller;
+void lightEndChanged( const char* value ){
+       m_useLightEnd = !string_empty( value );
+       if ( m_useLightEnd ) {
+               read_origin( m_lightEnd, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller<Light, void(const char*), &Light::lightEndChanged> LightEndChangedCaller;
+
+void writeLightOrigin(){
+       write_origin( m_lightOrigin, &m_entity, "light_origin" );
+}
+
+void updateLightRadiiBox() const {
+       const Matrix4& rotation = rotation_toMatrix( m_rotation );
+       aabb_corners( AABB( Vector3( 0, 0, 0 ), m_doom3Radius.m_radiusTransformed ), m_radii_box.m_points );
+       matrix4_transform_point( rotation, m_radii_box.m_points[0] );
+       vector3_add( m_radii_box.m_points[0], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[1] );
+       vector3_add( m_radii_box.m_points[1], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[2] );
+       vector3_add( m_radii_box.m_points[2], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[3] );
+       vector3_add( m_radii_box.m_points[3], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[4] );
+       vector3_add( m_radii_box.m_points[4], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[5] );
+       vector3_add( m_radii_box.m_points[5], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[6] );
+       vector3_add( m_radii_box.m_points[6], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[7] );
+       vector3_add( m_radii_box.m_points[7], m_aabb_light.origin );
+}
+
+void rotationChanged(){
+       rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
+       GlobalSelectionSystem().pivotChanged();
+}
+typedef MemberCaller<Light, void(), &Light::rotationChanged> RotationChangedCaller;
+
+void lightRotationChanged( const char* value ){
+       m_useLightRotation = !string_empty( value );
+       if ( m_useLightRotation ) {
+               read_rotation( m_lightRotation, value );
+       }
+       rotationChanged();
+}
+typedef MemberCaller<Light, void(const char*), &Light::lightRotationChanged> LightRotationChangedCaller;
 
 public:
 
-    Light(EntityClass *eclass, scene::Node &node, const Callback<void()> &transformChanged,
-          const Callback<void()> &boundsChanged, const Callback<void()> &evaluateTransform) :
-            m_entity(eclass),
-            m_originKey(OriginChangedCaller(*this)),
-            m_rotationKey(RotationChangedCaller(*this)),
-            m_colour(Callback<void()>()),
-            m_filter(m_entity, node),
-            m_named(m_entity),
-            m_nameKeys(m_entity),
-            m_funcStaticOrigin(m_traverse, m_originKey.m_origin),
-            m_doom3Radius(EntityClass_valueForKey(m_entity.getEntityClass(), "light_radius")),
-            m_radii_wire(m_radii, m_aabb_light.origin),
-            m_radii_fill(m_radii, m_aabb_light.origin),
-            m_radii_box(m_aabb_light.origin),
-            m_render_center(m_doom3Radius.m_center, m_entity.getEntityClass()),
-            m_renderName(m_named, m_aabb_light.origin),
-            m_useLightOrigin(false),
-            m_useLightRotation(false),
-            m_renderProjection(m_doom3Projection),
-            m_transformChanged(transformChanged),
-            m_boundsChanged(boundsChanged),
-            m_evaluateTransform(evaluateTransform)
-    {
-        construct();
-    }
-
-    Light(const Light &other, scene::Node &node, const Callback<void()> &transformChanged,
-          const Callback<void()> &boundsChanged, const Callback<void()> &evaluateTransform) :
-            m_entity(other.m_entity),
-            m_originKey(OriginChangedCaller(*this)),
-            m_rotationKey(RotationChangedCaller(*this)),
-            m_colour(Callback<void()>()),
-            m_filter(m_entity, node),
-            m_named(m_entity),
-            m_nameKeys(m_entity),
-            m_funcStaticOrigin(m_traverse, m_originKey.m_origin),
-            m_doom3Radius(EntityClass_valueForKey(m_entity.getEntityClass(), "light_radius")),
-            m_radii_wire(m_radii, m_aabb_light.origin),
-            m_radii_fill(m_radii, m_aabb_light.origin),
-            m_radii_box(m_aabb_light.origin),
-            m_render_center(m_doom3Radius.m_center, m_entity.getEntityClass()),
-            m_renderName(m_named, m_aabb_light.origin),
-            m_useLightOrigin(false),
-            m_useLightRotation(false),
-            m_renderProjection(m_doom3Projection),
-            m_transformChanged(transformChanged),
-            m_boundsChanged(boundsChanged),
-            m_evaluateTransform(evaluateTransform)
-    {
-        construct();
-    }
-
-    ~Light()
-    {
-        destroy();
-    }
-
-    InstanceCounter m_instanceCounter;
-
-    void instanceAttach(const scene::Path &path)
-    {
-        if (++m_instanceCounter.m_count == 1) {
-            m_filter.instanceAttach();
-            m_entity.instanceAttach(path_find_mapfile(path.begin(), path.end()));
-            if (g_lightType == LIGHTTYPE_DOOM3) {
-                m_traverse.instanceAttach(path_find_mapfile(path.begin(), path.end()));
-            }
-            m_entity.attach(m_keyObservers);
-
-            if (g_lightType == LIGHTTYPE_DOOM3) {
-                m_funcStaticOrigin.enable();
-            }
-        }
-    }
-
-    void instanceDetach(const scene::Path &path)
-    {
-        if (--m_instanceCounter.m_count == 0) {
-            if (g_lightType == LIGHTTYPE_DOOM3) {
-                m_funcStaticOrigin.disable();
-            }
-
-            m_entity.detach(m_keyObservers);
-            if (g_lightType == LIGHTTYPE_DOOM3) {
-                m_traverse.instanceDetach(path_find_mapfile(path.begin(), path.end()));
-            }
-            m_entity.instanceDetach(path_find_mapfile(path.begin(), path.end()));
-            m_filter.instanceDetach();
-        }
-    }
-
-    EntityKeyValues &getEntity()
-    {
-        return m_entity;
-    }
-
-    const EntityKeyValues &getEntity() const
-    {
-        return m_entity;
-    }
-
-    scene::Traversable &getTraversable()
-    {
-        return m_traverse;
-    }
-
-    Namespaced &getNamespaced()
-    {
-        return m_nameKeys;
-    }
-
-    Nameable &getNameable()
-    {
-        return m_named;
-    }
-
-    TransformNode &getTransformNode()
-    {
-        return m_transform;
-    }
-
-    void attach(scene::Traversable::Observer *observer)
-    {
-        m_traverseObservers.attach(*observer);
-    }
-
-    void detach(scene::Traversable::Observer *observer)
-    {
-        m_traverseObservers.detach(*observer);
-    }
-
-    void render(RenderStateFlags state) const
-    {
-        if (!g_newLightDraw) {
-            aabb_draw(m_aabb_light, state);
-        } else {
-            light_draw(m_aabb_light, state);
-        }
-    }
-
-    VolumeIntersectionValue intersectVolume(const VolumeTest &volume, const Matrix4 &localToWorld) const
-    {
-        return volume.TestAABB(m_aabb_light, localToWorld);
-    }
+Light( EntityClass* eclass, scene::Node& node, const Callback<void()>& transformChanged, const Callback<void()>& boundsChanged, const Callback<void()>& evaluateTransform ) :
+       m_entity( eclass ),
+       m_originKey( OriginChangedCaller( *this ) ),
+       m_rotationKey( RotationChangedCaller( *this ) ),
+       m_colour( Callback<void()>() ),
+       m_filter( m_entity, node ),
+       m_named( m_entity ),
+       m_nameKeys( m_entity ),
+       m_funcStaticOrigin( m_traverse, m_originKey.m_origin ),
+       m_doom3Radius( EntityClass_valueForKey( m_entity.getEntityClass(), "light_radius" ) ),
+       m_radii_wire( m_radii, m_aabb_light.origin ),
+       m_radii_fill( m_radii, m_aabb_light.origin ),
+       m_radii_box( m_aabb_light.origin ),
+       m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
+       m_renderName( m_named, m_aabb_light.origin ),
+       m_useLightOrigin( false ),
+       m_useLightRotation( false ),
+       m_renderProjection( m_doom3Projection ),
+       m_transformChanged( transformChanged ),
+       m_boundsChanged( boundsChanged ),
+       m_evaluateTransform( evaluateTransform ){
+       construct();
+}
+Light( const Light& other, scene::Node& node, const Callback<void()>& transformChanged, const Callback<void()>& boundsChanged, const Callback<void()>& evaluateTransform ) :
+       m_entity( other.m_entity ),
+       m_originKey( OriginChangedCaller( *this ) ),
+       m_rotationKey( RotationChangedCaller( *this ) ),
+       m_colour( Callback<void()>() ),
+       m_filter( m_entity, node ),
+       m_named( m_entity ),
+       m_nameKeys( m_entity ),
+       m_funcStaticOrigin( m_traverse, m_originKey.m_origin ),
+       m_doom3Radius( EntityClass_valueForKey( m_entity.getEntityClass(), "light_radius" ) ),
+       m_radii_wire( m_radii, m_aabb_light.origin ),
+       m_radii_fill( m_radii, m_aabb_light.origin ),
+       m_radii_box( m_aabb_light.origin ),
+       m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
+       m_renderName( m_named, m_aabb_light.origin ),
+       m_useLightOrigin( false ),
+       m_useLightRotation( false ),
+       m_renderProjection( m_doom3Projection ),
+       m_transformChanged( transformChanged ),
+       m_boundsChanged( boundsChanged ),
+       m_evaluateTransform( evaluateTransform ){
+       construct();
+}
+~Light(){
+       destroy();
+}
+
+InstanceCounter m_instanceCounter;
+void instanceAttach( const scene::Path& path ){
+       if ( ++m_instanceCounter.m_count == 1 ) {
+               m_filter.instanceAttach();
+               m_entity.instanceAttach( path_find_mapfile( path.begin(), path.end() ) );
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_traverse.instanceAttach( path_find_mapfile( path.begin(), path.end() ) );
+               }
+               m_entity.attach( m_keyObservers );
+
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_funcStaticOrigin.enable();
+               }
+       }
+}
+void instanceDetach( const scene::Path& path ){
+       if ( --m_instanceCounter.m_count == 0 ) {
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_funcStaticOrigin.disable();
+               }
+
+               m_entity.detach( m_keyObservers );
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_traverse.instanceDetach( path_find_mapfile( path.begin(), path.end() ) );
+               }
+               m_entity.instanceDetach( path_find_mapfile( path.begin(), path.end() ) );
+               m_filter.instanceDetach();
+       }
+}
+
+EntityKeyValues& getEntity(){
+       return m_entity;
+}
+const EntityKeyValues& getEntity() const {
+       return m_entity;
+}
+
+scene::Traversable& getTraversable(){
+       return m_traverse;
+}
+Namespaced& getNamespaced(){
+       return m_nameKeys;
+}
+Nameable& getNameable(){
+       return m_named;
+}
+TransformNode& getTransformNode(){
+       return m_transform;
+}
+
+void attach( scene::Traversable::Observer* observer ){
+       m_traverseObservers.attach( *observer );
+}
+void detach( scene::Traversable::Observer* observer ){
+       m_traverseObservers.detach( *observer );
+}
+
+void render( RenderStateFlags state ) const {
+       if ( !g_newLightDraw ) {
+               aabb_draw( m_aabb_light, state );
+       }
+       else
+       {
+               light_draw( m_aabb_light, state );
+       }
+}
+
+VolumeIntersectionValue intersectVolume( const VolumeTest& volume, const Matrix4& localToWorld ) const {
+       return volume.TestAABB( m_aabb_light, localToWorld );
+}
 
 // cache
-    const AABB &localAABB() const
-    {
-        return m_aabb_light;
-    }
-
-
-    mutable Matrix4 m_projectionOrientation;
-
-    void renderSolid(Renderer &renderer, const VolumeTest &volume, const Matrix4 &localToWorld, bool selected) const
-    {
-        renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly);
-        renderer.SetState(m_colour.state(), Renderer::eFullMaterials);
-        renderer.addRenderable(*this, localToWorld);
-
-        if (selected && g_lightRadii && string_empty(m_entity.getKeyValue("target"))) {
-            if (renderer.getStyle() == Renderer::eFullMaterials) {
-                renderer.SetState(RenderLightRadiiFill::m_state, Renderer::eFullMaterials);
-                renderer.Highlight(Renderer::ePrimitive, false);
-                renderer.addRenderable(m_radii_fill, localToWorld);
-            } else {
-                renderer.addRenderable(m_radii_wire, localToWorld);
-            }
-        }
-
-        renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials);
-
-        if (g_lightType == LIGHTTYPE_DOOM3 && selected) {
-            if (isProjected()) {
-                projection();
-                m_projectionOrientation = rotation();
-                vector4_to_vector3(m_projectionOrientation.t()) = localAABB().origin;
-                renderer.addRenderable(m_renderProjection, m_projectionOrientation);
-            } else {
-                updateLightRadiiBox();
-                renderer.addRenderable(m_radii_box, localToWorld);
-            }
-
-            //draw the center of the light
-            if (m_doom3Radius.m_useCenterKey) {
-                renderer.Highlight(Renderer::ePrimitive, false);
-                renderer.Highlight(Renderer::eFace, false);
-                renderer.SetState(m_render_center.m_state, Renderer::eFullMaterials);
-                renderer.SetState(m_render_center.m_state, Renderer::eWireframeOnly);
-                renderer.addRenderable(m_render_center, localToWorld);
-            }
-        }
-    }
-
-    void renderWireframe(Renderer &renderer, const VolumeTest &volume, const Matrix4 &localToWorld, bool selected) const
-    {
-        renderSolid(renderer, volume, localToWorld, selected);
-        if (g_showNames) {
-            renderer.addRenderable(m_renderName, localToWorld);
-        }
-    }
-
-    void testSelect(Selector &selector, SelectionTest &test, const Matrix4 &localToWorld)
-    {
-        test.BeginMesh(localToWorld);
-
-        SelectionIntersection best;
-        aabb_testselect(m_aabb_light, test, best);
-        if (best.valid()) {
-            selector.addIntersection(best);
-        }
-    }
-
-    void translate(const Vector3 &translation)
-    {
-        m_aabb_light.origin = origin_translated(m_aabb_light.origin, translation);
-    }
-
-    void rotate(const Quaternion &rotation)
-    {
-        rotation_rotate(m_rotation, rotation);
-    }
-
-    void snapto(float snap)
-    {
-        if (g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty()) {
-            m_useLightOrigin = true;
-            m_lightOrigin = m_originKey.m_origin;
-        }
-
-        if (m_useLightOrigin) {
-            m_lightOrigin = origin_snapped(m_lightOrigin, snap);
-            writeLightOrigin();
-        } else {
-            m_originKey.m_origin = origin_snapped(m_originKey.m_origin, snap);
-            m_originKey.write(&m_entity);
-        }
-    }
-
-    void setLightRadius(const AABB &aabb)
-    {
-        m_aabb_light.origin = aabb.origin;
-        m_doom3Radius.m_radiusTransformed = aabb.extents;
-    }
-
-    void transformLightRadius(const Matrix4 &transform)
-    {
-        matrix4_transform_point(transform, m_aabb_light.origin);
-    }
-
-    void revertTransform()
-    {
-        m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
-        rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
-        m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
-    }
-
-    void freezeTransform()
-    {
-        if (g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty()) {
-            m_useLightOrigin = true;
-        }
-
-        if (m_useLightOrigin) {
-            m_lightOrigin = m_aabb_light.origin;
-            writeLightOrigin();
-        } else {
-            m_originKey.m_origin = m_aabb_light.origin;
-            m_originKey.write(&m_entity);
-        }
-
-        if (g_lightType == LIGHTTYPE_DOOM3) {
-            if (!m_useLightRotation && !m_traverse.empty()) {
-                m_useLightRotation = true;
-            }
-
-            if (m_useLightRotation) {
-                rotation_assign(m_lightRotation, m_rotation);
-                write_rotation(m_lightRotation, &m_entity, "light_rotation");
-            }
-
-            rotation_assign(m_rotationKey.m_rotation, m_rotation);
-            write_rotation(m_rotationKey.m_rotation, &m_entity);
-
-            m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
-            write_origin(m_doom3Radius.m_radius, &m_entity, "light_radius");
-        }
-    }
-
-    void transformChanged()
-    {
-        revertTransform();
-        m_evaluateTransform();
-        updateOrigin();
-    }
-
-    typedef MemberCaller<Light, void(), &Light::transformChanged> TransformChangedCaller;
-
-    mutable Matrix4 m_localPivot;
-
-    const Matrix4 &getLocalPivot() const
-    {
-        m_localPivot = rotation_toMatrix(m_rotation);
-        vector4_to_vector3(m_localPivot.t()) = m_aabb_light.origin;
-        return m_localPivot;
-    }
-
-    void setLightChangedCallback(const Callback<void()> &callback)
-    {
-        m_doom3Radius.m_changed = callback;
-    }
-
-    const AABB &aabb() const
-    {
-        m_doom3AABB = AABB(m_aabb_light.origin, m_doom3Radius.m_radiusTransformed);
-        return m_doom3AABB;
-    }
-
-    bool testAABB(const AABB &other) const
-    {
-        if (isProjected()) {
-            Matrix4 transform = rotation();
-            vector4_to_vector3(transform.t()) = localAABB().origin;
-            projection();
-            Frustum frustum(frustum_transformed(m_doom3Frustum, transform));
-            return frustum_test_aabb(frustum, other) != c_volumeOutside;
-        }
-        // test against an AABB which contains the rotated bounds of this light.
-        const AABB &bounds = aabb();
-        return aabb_intersects_aabb(other, AABB(
-                bounds.origin,
-                Vector3(
-                        static_cast<float>( fabs(m_rotation[0] * bounds.extents[0])
-                                            + fabs(m_rotation[3] * bounds.extents[1])
-                                            + fabs(m_rotation[6] * bounds.extents[2])),
-                        static_cast<float>( fabs(m_rotation[1] * bounds.extents[0])
-                                            + fabs(m_rotation[4] * bounds.extents[1])
-                                            + fabs(m_rotation[7] * bounds.extents[2])),
-                        static_cast<float>( fabs(m_rotation[2] * bounds.extents[0])
-                                            + fabs(m_rotation[5] * bounds.extents[1])
-                                            + fabs(m_rotation[8] * bounds.extents[2]))
-                )
-        ));
-    }
-
-    const Matrix4 &rotation() const
-    {
-        m_doom3Rotation = rotation_toMatrix(m_rotation);
-        return m_doom3Rotation;
-    }
-
-    const Vector3 &offset() const
-    {
-        return m_doom3Radius.m_center;
-    }
-
-    const Vector3 &colour() const
-    {
-        return m_colour.m_colour;
-    }
-
-    bool isProjected() const
-    {
-        return m_useLightTarget && m_useLightUp && m_useLightRight;
-    }
-
-    void projectionChanged()
-    {
-        m_doom3ProjectionChanged = true;
-        m_doom3Radius.m_changed();
-        SceneChangeNotify();
-    }
-
-    const Matrix4 &projection() const
-    {
-        if (!m_doom3ProjectionChanged) {
-            return m_doom3Projection;
-        }
-        m_doom3ProjectionChanged = false;
-        m_doom3Projection = g_matrix4_identity;
-        matrix4_translate_by_vec3(m_doom3Projection, Vector3(0.5f, 0.5f, 0));
-        matrix4_scale_by_vec3(m_doom3Projection, Vector3(0.5f, 0.5f, 1));
+const AABB& localAABB() const {
+       return m_aabb_light;
+}
+
+
+mutable Matrix4 m_projectionOrientation;
+
+void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const {
+       renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly );
+       renderer.SetState( m_colour.state(), Renderer::eFullMaterials );
+       renderer.addRenderable( *this, localToWorld );
+
+       if ( selected && g_lightRadii && string_empty( m_entity.getKeyValue( "target" ) ) ) {
+               if ( renderer.getStyle() == Renderer::eFullMaterials ) {
+                       renderer.SetState( RenderLightRadiiFill::m_state, Renderer::eFullMaterials );
+                       renderer.Highlight( Renderer::ePrimitive, false );
+                       renderer.addRenderable( m_radii_fill, localToWorld );
+               }
+               else
+               {
+                       renderer.addRenderable( m_radii_wire, localToWorld );
+               }
+       }
+
+       renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 && selected ) {
+               if ( isProjected() ) {
+                       projection();
+                       m_projectionOrientation = rotation();
+                       vector4_to_vector3( m_projectionOrientation.t() ) = localAABB().origin;
+                       renderer.addRenderable( m_renderProjection, m_projectionOrientation );
+               }
+               else
+               {
+                       updateLightRadiiBox();
+                       renderer.addRenderable( m_radii_box, localToWorld );
+               }
+
+               //draw the center of the light
+               if ( m_doom3Radius.m_useCenterKey ) {
+                       renderer.Highlight( Renderer::ePrimitive, false );
+                       renderer.Highlight( Renderer::eFace, false );
+                       renderer.SetState( m_render_center.m_state, Renderer::eFullMaterials );
+                       renderer.SetState( m_render_center.m_state, Renderer::eWireframeOnly );
+                       renderer.addRenderable( m_render_center, localToWorld );
+               }
+       }
+}
+void renderWireframe( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const {
+       renderSolid( renderer, volume, localToWorld, selected );
+       if ( g_showNames ) {
+               renderer.addRenderable( m_renderName, localToWorld );
+       }
+}
+
+void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){
+       test.BeginMesh( localToWorld );
+
+       SelectionIntersection best;
+       aabb_testselect( m_aabb_light, test, best );
+       if ( best.valid() ) {
+               selector.addIntersection( best );
+       }
+}
+
+void translate( const Vector3& translation ){
+       m_aabb_light.origin = origin_translated( m_aabb_light.origin, translation );
+}
+void rotate( const Quaternion& rotation ){
+       rotation_rotate( m_rotation, rotation );
+}
+void snapto( float snap ){
+       if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
+               m_useLightOrigin = true;
+               m_lightOrigin = m_originKey.m_origin;
+       }
+
+       if ( m_useLightOrigin ) {
+               m_lightOrigin = origin_snapped( m_lightOrigin, snap );
+               writeLightOrigin();
+       }
+       else
+       {
+               m_originKey.m_origin = origin_snapped( m_originKey.m_origin, snap );
+               m_originKey.write( &m_entity );
+       }
+}
+void setLightRadius( const AABB& aabb ){
+       m_aabb_light.origin = aabb.origin;
+       m_doom3Radius.m_radiusTransformed = aabb.extents;
+}
+void transformLightRadius( const Matrix4& transform ){
+       matrix4_transform_point( transform, m_aabb_light.origin );
+}
+void revertTransform(){
+       m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+       rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
+       m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
+}
+void freezeTransform(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
+               m_useLightOrigin = true;
+       }
+
+       if ( m_useLightOrigin ) {
+               m_lightOrigin = m_aabb_light.origin;
+               writeLightOrigin();
+       }
+       else
+       {
+               m_originKey.m_origin = m_aabb_light.origin;
+               m_originKey.write( &m_entity );
+       }
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               if ( !m_useLightRotation && !m_traverse.empty() ) {
+                       m_useLightRotation = true;
+               }
+
+               if ( m_useLightRotation ) {
+                       rotation_assign( m_lightRotation, m_rotation );
+                       write_rotation( m_lightRotation, &m_entity, "light_rotation" );
+               }
+
+               rotation_assign( m_rotationKey.m_rotation, m_rotation );
+               write_rotation( m_rotationKey.m_rotation, &m_entity );
+
+               m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
+               write_origin( m_doom3Radius.m_radius, &m_entity, "light_radius" );
+       }
+}
+void transformChanged(){
+       revertTransform();
+       m_evaluateTransform();
+       updateOrigin();
+}
+typedef MemberCaller<Light, void(), &Light::transformChanged> TransformChangedCaller;
+
+mutable Matrix4 m_localPivot;
+const Matrix4& getLocalPivot() const {
+       m_localPivot = rotation_toMatrix( m_rotation );
+       vector4_to_vector3( m_localPivot.t() ) = m_aabb_light.origin;
+       return m_localPivot;
+}
+
+void setLightChangedCallback( const Callback<void()>& callback ){
+       m_doom3Radius.m_changed = callback;
+}
+
+const AABB& aabb() const {
+       m_doom3AABB = AABB( m_aabb_light.origin, m_doom3Radius.m_radiusTransformed );
+       return m_doom3AABB;
+}
+bool testAABB( const AABB& other ) const {
+       if ( isProjected() ) {
+               Matrix4 transform = rotation();
+               vector4_to_vector3( transform.t() ) = localAABB().origin;
+               projection();
+               Frustum frustum( frustum_transformed( m_doom3Frustum, transform ) );
+               return frustum_test_aabb( frustum, other ) != c_volumeOutside;
+       }
+       // test against an AABB which contains the rotated bounds of this light.
+       const AABB& bounds = aabb();
+       return aabb_intersects_aabb( other, AABB(
+                                                                        bounds.origin,
+                                                                        Vector3(
+                                                                                static_cast<float>( fabs( m_rotation[0] * bounds.extents[0] )
+                                                                                                                        + fabs( m_rotation[3] * bounds.extents[1] )
+                                                                                                                        + fabs( m_rotation[6] * bounds.extents[2] ) ),
+                                                                                static_cast<float>( fabs( m_rotation[1] * bounds.extents[0] )
+                                                                                                                        + fabs( m_rotation[4] * bounds.extents[1] )
+                                                                                                                        + fabs( m_rotation[7] * bounds.extents[2] ) ),
+                                                                                static_cast<float>( fabs( m_rotation[2] * bounds.extents[0] )
+                                                                                                                        + fabs( m_rotation[5] * bounds.extents[1] )
+                                                                                                                        + fabs( m_rotation[8] * bounds.extents[2] ) )
+                                                                                )
+                                                                        ) );
+}
+
+const Matrix4& rotation() const {
+       m_doom3Rotation = rotation_toMatrix( m_rotation );
+       return m_doom3Rotation;
+}
+const Vector3& offset() const {
+       return m_doom3Radius.m_center;
+}
+const Vector3& colour() const {
+       return m_colour.m_colour;
+}
+
+bool isProjected() const {
+       return m_useLightTarget && m_useLightUp && m_useLightRight;
+}
+void projectionChanged(){
+       m_doom3ProjectionChanged = true;
+       m_doom3Radius.m_changed();
+       SceneChangeNotify();
+}
+
+const Matrix4& projection() const {
+       if ( !m_doom3ProjectionChanged ) {
+               return m_doom3Projection;
+       }
+       m_doom3ProjectionChanged = false;
+       m_doom3Projection = g_matrix4_identity;
+       matrix4_translate_by_vec3( m_doom3Projection, Vector3( 0.5f, 0.5f, 0 ) );
+       matrix4_scale_by_vec3( m_doom3Projection, Vector3( 0.5f, 0.5f, 1 ) );
 
 #if 0
-                                                                                                                                Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget ) );
+       Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget ) );
        Vector3 up = vector3_cross( vector3_normalised( m_lightTarget ), m_lightRight );
        Vector3 target = m_lightTarget;
        Matrix4 test(
@@ -1446,7 +1316,7 @@ public:
        matrix4_premultiply_by_matrix4( test, frustum );
        matrix4_multiply_by_matrix4( m_doom3Projection, test );
 #elif 0
-                                                                                                                                const float nearFar = 1 / 49.5f;
+       const float nearFar = 1 / 49.5f;
        Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget + m_lightRight ) );
        Vector3 up = vector3_cross( vector3_normalised( m_lightTarget + m_lightUp ), m_lightRight );
        Vector3 target = vector3_negated( m_lightTarget * ( 1 + nearFar ) );
@@ -1459,7 +1329,7 @@ public:
                );
        matrix4_multiply_by_matrix4( m_doom3Projection, test );
 #elif 0
-                                                                                                                                Vector3 leftA( m_lightTarget - m_lightRight );
+       Vector3 leftA( m_lightTarget - m_lightRight );
        Vector3 leftB( m_lightRight + m_lightUp );
        Plane3 left( vector3_normalised( vector3_cross( leftA, leftB ) ) * ( 1.0 / 128 ), 0 );
        Vector3 rightA( m_lightTarget + m_lightRight );
@@ -1477,461 +1347,372 @@ public:
        matrix4_multiply_by_matrix4( m_doom3Projection, test );
 #else
 
-        Plane3 lightProject[4];
-
-        Vector3 start = m_useLightStart && m_useLightEnd ? m_lightStart : vector3_normalised(m_lightTarget);
-        Vector3 stop = m_useLightStart && m_useLightEnd ? m_lightEnd : m_lightTarget;
-
-        float rLen = vector3_length(m_lightRight);
-        Vector3 right = vector3_divided(m_lightRight, rLen);
-        float uLen = vector3_length(m_lightUp);
-        Vector3 up = vector3_divided(m_lightUp, uLen);
-        Vector3 normal = vector3_normalised(vector3_cross(up, right));
-
-        float dist = vector3_dot(m_lightTarget, normal);
-        if (dist < 0) {
-            dist = -dist;
-            normal = vector3_negated(normal);
-        }
-
-        right *= (0.5f * dist) / rLen;
-        up *= -(0.5f * dist) / uLen;
-
-        lightProject[2] = Plane3(normal, 0);
-        lightProject[0] = Plane3(right, 0);
-        lightProject[1] = Plane3(up, 0);
-
-        // now offset to center
-        Vector4 targetGlobal(m_lightTarget, 1);
-        {
-            float a = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[0]));
-            float b = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[2]));
-            float ofs = 0.5f - a / b;
-            plane3_to_vector4(lightProject[0]) += plane3_to_vector4(lightProject[2]) * ofs;
-        }
-        {
-            float a = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[1]));
-            float b = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[2]));
-            float ofs = 0.5f - a / b;
-            plane3_to_vector4(lightProject[1]) += plane3_to_vector4(lightProject[2]) * ofs;
-        }
-
-        // set the falloff vector
-        Vector3 falloff = stop - start;
-        float length = vector3_length(falloff);
-        falloff = vector3_divided(falloff, length);
-        if (length <= 0) {
-            length = 1;
-        }
-        falloff *= (1.0f / length);
-        lightProject[3] = Plane3(falloff, -vector3_dot(start, falloff));
-
-        // we want the planes of s=0, s=q, t=0, and t=q
-        m_doom3Frustum.left = lightProject[0];
-        m_doom3Frustum.bottom = lightProject[1];
-        m_doom3Frustum.right = Plane3(lightProject[2].normal() - lightProject[0].normal(),
-                                      lightProject[2].dist() - lightProject[0].dist());
-        m_doom3Frustum.top = Plane3(lightProject[2].normal() - lightProject[1].normal(),
-                                    lightProject[2].dist() - lightProject[1].dist());
-
-        // we want the planes of s=0 and s=1 for front and rear clipping planes
-        m_doom3Frustum.front = lightProject[3];
-
-        m_doom3Frustum.back = lightProject[3];
-        m_doom3Frustum.back.dist() -= 1.0f;
-        m_doom3Frustum.back = plane3_flipped(m_doom3Frustum.back);
-
-        Matrix4 test(matrix4_from_planes(m_doom3Frustum.left, m_doom3Frustum.right, m_doom3Frustum.bottom,
-                                         m_doom3Frustum.top, m_doom3Frustum.front, m_doom3Frustum.back));
-        matrix4_multiply_by_matrix4(m_doom3Projection, test);
-
-        m_doom3Frustum.left = plane3_normalised(m_doom3Frustum.left);
-        m_doom3Frustum.right = plane3_normalised(m_doom3Frustum.right);
-        m_doom3Frustum.bottom = plane3_normalised(m_doom3Frustum.bottom);
-        m_doom3Frustum.top = plane3_normalised(m_doom3Frustum.top);
-        m_doom3Frustum.back = plane3_normalised(m_doom3Frustum.back);
-        m_doom3Frustum.front = plane3_normalised(m_doom3Frustum.front);
+       Plane3 lightProject[4];
+
+       Vector3 start = m_useLightStart && m_useLightEnd ? m_lightStart : vector3_normalised( m_lightTarget );
+       Vector3 stop = m_useLightStart && m_useLightEnd ? m_lightEnd : m_lightTarget;
+
+       float rLen = vector3_length( m_lightRight );
+       Vector3 right = vector3_divided( m_lightRight, rLen );
+       float uLen = vector3_length( m_lightUp );
+       Vector3 up = vector3_divided( m_lightUp, uLen );
+       Vector3 normal = vector3_normalised( vector3_cross( up, right ) );
+
+       float dist = vector3_dot( m_lightTarget, normal );
+       if ( dist < 0 ) {
+               dist = -dist;
+               normal = vector3_negated( normal );
+       }
+
+       right *= ( 0.5f * dist ) / rLen;
+       up *= -( 0.5f * dist ) / uLen;
+
+       lightProject[2] = Plane3( normal, 0 );
+       lightProject[0] = Plane3( right, 0 );
+       lightProject[1] = Plane3( up, 0 );
+
+       // now offset to center
+       Vector4 targetGlobal( m_lightTarget, 1 );
+       {
+               float a = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[0] ) );
+               float b = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[2] ) );
+               float ofs = 0.5f - a / b;
+               plane3_to_vector4( lightProject[0] ) += plane3_to_vector4( lightProject[2] ) * ofs;
+       }
+       {
+               float a = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[1] ) );
+               float b = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[2] ) );
+               float ofs = 0.5f - a / b;
+               plane3_to_vector4( lightProject[1] ) += plane3_to_vector4( lightProject[2] ) * ofs;
+       }
+
+       // set the falloff vector
+       Vector3 falloff = stop - start;
+       float length = vector3_length( falloff );
+       falloff = vector3_divided( falloff, length );
+       if ( length <= 0 ) {
+               length = 1;
+       }
+       falloff *= ( 1.0f / length );
+       lightProject[3] = Plane3( falloff, -vector3_dot( start, falloff ) );
+
+       // we want the planes of s=0, s=q, t=0, and t=q
+       m_doom3Frustum.left = lightProject[0];
+       m_doom3Frustum.bottom = lightProject[1];
+       m_doom3Frustum.right = Plane3( lightProject[2].normal() - lightProject[0].normal(), lightProject[2].dist() - lightProject[0].dist() );
+       m_doom3Frustum.top = Plane3( lightProject[2].normal() - lightProject[1].normal(), lightProject[2].dist() - lightProject[1].dist() );
+
+       // we want the planes of s=0 and s=1 for front and rear clipping planes
+       m_doom3Frustum.front = lightProject[3];
+
+       m_doom3Frustum.back = lightProject[3];
+       m_doom3Frustum.back.dist() -= 1.0f;
+       m_doom3Frustum.back = plane3_flipped( m_doom3Frustum.back );
+
+       Matrix4 test( matrix4_from_planes( m_doom3Frustum.left, m_doom3Frustum.right, m_doom3Frustum.bottom, m_doom3Frustum.top, m_doom3Frustum.front, m_doom3Frustum.back ) );
+       matrix4_multiply_by_matrix4( m_doom3Projection, test );
+
+       m_doom3Frustum.left = plane3_normalised( m_doom3Frustum.left );
+       m_doom3Frustum.right = plane3_normalised( m_doom3Frustum.right );
+       m_doom3Frustum.bottom = plane3_normalised( m_doom3Frustum.bottom );
+       m_doom3Frustum.top = plane3_normalised( m_doom3Frustum.top );
+       m_doom3Frustum.back = plane3_normalised( m_doom3Frustum.back );
+       m_doom3Frustum.front = plane3_normalised( m_doom3Frustum.front );
 #endif
-        //matrix4_scale_by_vec3(m_doom3Projection, Vector3(1.0 / 128, 1.0 / 128, 1.0 / 128));
-        return m_doom3Projection;
-    }
-
-    Shader *getShader() const
-    {
-        return m_shader.get();
-    }
+       //matrix4_scale_by_vec3(m_doom3Projection, Vector3(1.0 / 128, 1.0 / 128, 1.0 / 128));
+       return m_doom3Projection;
+}
+
+Shader* getShader() const {
+       return m_shader.get();
+}
 };
 
 class LightInstance :
-        public TargetableInstance,
-        public TransformModifier,
-        public Renderable,
-        public SelectionTestable,
-        public RendererLight,
-        public PlaneSelectable,
-        public ComponentSelectionTestable {
-    class TypeCasts {
-        InstanceTypeCastTable m_casts;
-    public:
-        TypeCasts()
-        {
-            m_casts = TargetableInstance::StaticTypeCasts::instance().get();
-            InstanceContainedCast<LightInstance, Bounded>::install(m_casts);
-            //InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
-            InstanceStaticCast<LightInstance, Renderable>::install(m_casts);
-            InstanceStaticCast<LightInstance, SelectionTestable>::install(m_casts);
-            InstanceStaticCast<LightInstance, Transformable>::install(m_casts);
-            InstanceStaticCast<LightInstance, PlaneSelectable>::install(m_casts);
-            InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install(m_casts);
-            InstanceIdentityCast<LightInstance>::install(m_casts);
-        }
-
-        InstanceTypeCastTable &get()
-        {
-            return m_casts;
-        }
-    };
-
-    Light &m_contained;
-    DragPlanes m_dragPlanes;  // dragplanes for lightresizing using mousedrag
+       public TargetableInstance,
+       public TransformModifier,
+       public Renderable,
+       public SelectionTestable,
+       public RendererLight,
+       public PlaneSelectable,
+       public ComponentSelectionTestable
+{
+class TypeCasts
+{
+InstanceTypeCastTable m_casts;
 public:
-    typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-    Bounded &get(NullType<Bounded>)
-    {
-        return m_contained;
-    }
-
-    STRING_CONSTANT(Name, "LightInstance");
-
-    LightInstance(const scene::Path &path, scene::Instance *parent, Light &contained) :
-            TargetableInstance(path, parent, this, StaticTypeCasts::instance().get(), contained.getEntity(), *this),
-            TransformModifier(Light::TransformChangedCaller(contained), ApplyTransformCaller(*this)),
-            m_contained(contained),
-            m_dragPlanes(SelectedChangedComponentCaller(*this))
-    {
-        m_contained.instanceAttach(Instance::path());
-
-        if (g_lightType == LIGHTTYPE_DOOM3) {
-            GlobalShaderCache().attach(*this);
-            m_contained.setLightChangedCallback(LightChangedCaller(*this));
-        }
-
-        StaticRenderableConnectionLines::instance().attach(*this);
-    }
-
-    ~LightInstance()
-    {
-        StaticRenderableConnectionLines::instance().detach(*this);
-
-        if (g_lightType == LIGHTTYPE_DOOM3) {
-            m_contained.setLightChangedCallback(Callback<void()>());
-            GlobalShaderCache().detach(*this);
-        }
-
-        m_contained.instanceDetach(Instance::path());
-    }
-
-    void renderSolid(Renderer &renderer, const VolumeTest &volume) const
-    {
-        m_contained.renderSolid(renderer, volume, Instance::localToWorld(), getSelectable().isSelected());
-    }
-
-    void renderWireframe(Renderer &renderer, const VolumeTest &volume) const
-    {
-        m_contained.renderWireframe(renderer, volume, Instance::localToWorld(), getSelectable().isSelected());
-    }
-
-    void testSelect(Selector &selector, SelectionTest &test)
-    {
-        m_contained.testSelect(selector, test, Instance::localToWorld());
-    }
-
-    void selectPlanes(Selector &selector, SelectionTest &test, const PlaneCallback &selectedPlaneCallback)
-    {
-        test.BeginMesh(localToWorld());
-        m_dragPlanes.selectPlanes(m_contained.aabb(), selector, test, selectedPlaneCallback, rotation());
-    }
-
-    void selectReversedPlanes(Selector &selector, const SelectedPlanes &selectedPlanes)
-    {
-        m_dragPlanes.selectReversedPlanes(m_contained.aabb(), selector, selectedPlanes, rotation());
-    }
-
-    bool isSelectedComponents() const
-    {
-        return m_dragPlanes.isSelected();
-    }
-
-    void setSelectedComponents(bool select, SelectionSystem::EComponentMode mode)
-    {
-        if (mode == SelectionSystem::eFace) {
-            m_dragPlanes.setSelected(false);
-        }
-    }
-
-    void testSelectComponents(Selector &selector, SelectionTest &test, SelectionSystem::EComponentMode mode)
-    {
-    }
-
-    void selectedChangedComponent(const Selectable &selectable)
-    {
-        GlobalSelectionSystem().getObserver(SelectionSystem::eComponent)(selectable);
-        GlobalSelectionSystem().onComponentSelection(*this, selectable);
-    }
-
-    typedef MemberCaller<LightInstance, void(
-            const Selectable &), &LightInstance::selectedChangedComponent> SelectedChangedComponentCaller;
-
-    void evaluateTransform()
-    {
-        if (getType() == TRANSFORM_PRIMITIVE) {
-            m_contained.translate(getTranslation());
-            m_contained.rotate(getRotation());
-        } else {
-            //globalOutputStream() << getTranslation() << "\n";
-
-            m_dragPlanes.m_bounds = m_contained.aabb();
-            m_contained.setLightRadius(m_dragPlanes.evaluateResize(getTranslation(), rotation()));
-        }
-    }
-
-    void applyTransform()
-    {
-        m_contained.revertTransform();
-        evaluateTransform();
-        m_contained.freezeTransform();
-    }
-
-    typedef MemberCaller<LightInstance, void(), &LightInstance::applyTransform> ApplyTransformCaller;
-
-    void lightChanged()
-    {
-        GlobalShaderCache().changed(*this);
-    }
-
-    typedef MemberCaller<LightInstance, void(), &LightInstance::lightChanged> LightChangedCaller;
-
-    Shader *getShader() const
-    {
-        return m_contained.getShader();
-    }
-
-    const AABB &aabb() const
-    {
-        return m_contained.aabb();
-    }
-
-    bool testAABB(const AABB &other) const
-    {
-        return m_contained.testAABB(other);
-    }
-
-    const Matrix4 &rotation() const
-    {
-        return m_contained.rotation();
-    }
-
-    const Vector3 &offset() const
-    {
-        return m_contained.offset();
-    }
-
-    const Vector3 &colour() const
-    {
-        return m_contained.colour();
-    }
-
-    bool isProjected() const
-    {
-        return m_contained.isProjected();
-    }
-
-    const Matrix4 &projection() const
-    {
-        return m_contained.projection();
-    }
+TypeCasts(){
+       m_casts = TargetableInstance::StaticTypeCasts::instance().get();
+       InstanceContainedCast<LightInstance, Bounded>::install( m_casts );
+       //InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
+       InstanceStaticCast<LightInstance, Renderable>::install( m_casts );
+       InstanceStaticCast<LightInstance, SelectionTestable>::install( m_casts );
+       InstanceStaticCast<LightInstance, Transformable>::install( m_casts );
+       InstanceStaticCast<LightInstance, PlaneSelectable>::install( m_casts );
+       InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install( m_casts );
+       InstanceIdentityCast<LightInstance>::install( m_casts );
+}
+InstanceTypeCastTable& get(){
+       return m_casts;
+}
+};
+
+Light& m_contained;
+DragPlanes m_dragPlanes;  // dragplanes for lightresizing using mousedrag
+public:
+typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+Bounded& get( NullType<Bounded>){
+       return m_contained;
+}
+
+STRING_CONSTANT( Name, "LightInstance" );
+
+LightInstance( const scene::Path& path, scene::Instance* parent, Light& contained ) :
+       TargetableInstance( path, parent, this, StaticTypeCasts::instance().get(), contained.getEntity(), *this ),
+       TransformModifier( Light::TransformChangedCaller( contained ), ApplyTransformCaller( *this ) ),
+       m_contained( contained ),
+       m_dragPlanes( SelectedChangedComponentCaller( *this ) ){
+       m_contained.instanceAttach( Instance::path() );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               GlobalShaderCache().attach( *this );
+               m_contained.setLightChangedCallback( LightChangedCaller( *this ) );
+       }
+
+       StaticRenderableConnectionLines::instance().attach( *this );
+}
+~LightInstance(){
+       StaticRenderableConnectionLines::instance().detach( *this );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_contained.setLightChangedCallback( Callback<void()>() );
+               GlobalShaderCache().detach( *this );
+       }
+
+       m_contained.instanceDetach( Instance::path() );
+}
+void renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
+       m_contained.renderSolid( renderer, volume, Instance::localToWorld(), getSelectable().isSelected() );
+}
+void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
+       m_contained.renderWireframe( renderer, volume, Instance::localToWorld(), getSelectable().isSelected() );
+}
+void testSelect( Selector& selector, SelectionTest& test ){
+       m_contained.testSelect( selector, test, Instance::localToWorld() );
+}
+
+void selectPlanes( Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback ){
+       test.BeginMesh( localToWorld() );
+       m_dragPlanes.selectPlanes( m_contained.aabb(), selector, test, selectedPlaneCallback, rotation() );
+}
+void selectReversedPlanes( Selector& selector, const SelectedPlanes& selectedPlanes ){
+       m_dragPlanes.selectReversedPlanes( m_contained.aabb(), selector, selectedPlanes, rotation() );
+}
+
+bool isSelectedComponents() const {
+       return m_dragPlanes.isSelected();
+}
+void setSelectedComponents( bool select, SelectionSystem::EComponentMode mode ){
+       if ( mode == SelectionSystem::eFace ) {
+               m_dragPlanes.setSelected( false );
+       }
+}
+void testSelectComponents( Selector& selector, SelectionTest& test, SelectionSystem::EComponentMode mode ){
+}
+
+void selectedChangedComponent( const Selectable& selectable ){
+       GlobalSelectionSystem().getObserver ( SelectionSystem::eComponent )( selectable );
+       GlobalSelectionSystem().onComponentSelection( *this, selectable );
+}
+typedef MemberCaller<LightInstance, void(const Selectable&), &LightInstance::selectedChangedComponent> SelectedChangedComponentCaller;
+
+void evaluateTransform(){
+       if ( getType() == TRANSFORM_PRIMITIVE ) {
+               m_contained.translate( getTranslation() );
+               m_contained.rotate( getRotation() );
+       }
+       else
+       {
+               //globalOutputStream() << getTranslation() << "\n";
+
+               m_dragPlanes.m_bounds = m_contained.aabb();
+               m_contained.setLightRadius( m_dragPlanes.evaluateResize( getTranslation(), rotation() ) );
+       }
+}
+void applyTransform(){
+       m_contained.revertTransform();
+       evaluateTransform();
+       m_contained.freezeTransform();
+}
+typedef MemberCaller<LightInstance, void(), &LightInstance::applyTransform> ApplyTransformCaller;
+
+void lightChanged(){
+       GlobalShaderCache().changed( *this );
+}
+typedef MemberCaller<LightInstance, void(), &LightInstance::lightChanged> LightChangedCaller;
+
+Shader* getShader() const {
+       return m_contained.getShader();
+}
+const AABB& aabb() const {
+       return m_contained.aabb();
+}
+bool testAABB( const AABB& other ) const {
+       return m_contained.testAABB( other );
+}
+const Matrix4& rotation() const {
+       return m_contained.rotation();
+}
+const Vector3& offset() const {
+       return m_contained.offset();
+}
+const Vector3& colour() const {
+       return m_contained.colour();
+}
+
+bool isProjected() const {
+       return m_contained.isProjected();
+}
+const Matrix4& projection() const {
+       return m_contained.projection();
+}
 };
 
 class LightNode :
-        public scene::Node::Symbiot,
-        public scene::Instantiable,
-        public scene::Cloneable,
-        public scene::Traversable::Observer {
-    class TypeCasts {
-        NodeTypeCastTable m_casts;
-    public:
-        TypeCasts()
-        {
-            NodeStaticCast<LightNode, scene::Instantiable>::install(m_casts);
-            NodeStaticCast<LightNode, scene::Cloneable>::install(m_casts);
-            if (g_lightType == LIGHTTYPE_DOOM3) {
-                NodeContainedCast<LightNode, scene::Traversable>::install(m_casts);
-            }
-            NodeContainedCast<LightNode, Editable>::install(m_casts);
-            NodeContainedCast<LightNode, Snappable>::install(m_casts);
-            NodeContainedCast<LightNode, TransformNode>::install(m_casts);
-            NodeContainedCast<LightNode, Entity>::install(m_casts);
-            NodeContainedCast<LightNode, Nameable>::install(m_casts);
-            NodeContainedCast<LightNode, Namespaced>::install(m_casts);
-        }
-
-        NodeTypeCastTable &get()
-        {
-            return m_casts;
-        }
-    };
-
-
-    scene::Node m_node;
-    InstanceSet m_instances;
-    Light m_contained;
-
-    void construct()
-    {
-        if (g_lightType == LIGHTTYPE_DOOM3) {
-            m_contained.attach(this);
-        }
-    }
-
-    void destroy()
-    {
-        if (g_lightType == LIGHTTYPE_DOOM3) {
-            m_contained.detach(this);
-        }
-    }
+       public scene::Node::Symbiot,
+       public scene::Instantiable,
+       public scene::Cloneable,
+       public scene::Traversable::Observer
+{
+class TypeCasts
+{
+NodeTypeCastTable m_casts;
+public:
+TypeCasts(){
+       NodeStaticCast<LightNode, scene::Instantiable>::install( m_casts );
+       NodeStaticCast<LightNode, scene::Cloneable>::install( m_casts );
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               NodeContainedCast<LightNode, scene::Traversable>::install( m_casts );
+       }
+       NodeContainedCast<LightNode, Editable>::install( m_casts );
+       NodeContainedCast<LightNode, Snappable>::install( m_casts );
+       NodeContainedCast<LightNode, TransformNode>::install( m_casts );
+       NodeContainedCast<LightNode, Entity>::install( m_casts );
+       NodeContainedCast<LightNode, Nameable>::install( m_casts );
+       NodeContainedCast<LightNode, Namespaced>::install( m_casts );
+}
+NodeTypeCastTable& get(){
+       return m_casts;
+}
+};
+
+
+scene::Node m_node;
+InstanceSet m_instances;
+Light m_contained;
 
+void construct(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_contained.attach( this );
+       }
+}
+void destroy(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_contained.detach( this );
+       }
+}
 public:
-    typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-    scene::Traversable &get(NullType<scene::Traversable>)
-    {
-        return m_contained.getTraversable();
-    }
-
-    Editable &get(NullType<Editable>)
-    {
-        return m_contained;
-    }
-
-    Snappable &get(NullType<Snappable>)
-    {
-        return m_contained;
-    }
-
-    TransformNode &get(NullType<TransformNode>)
-    {
-        return m_contained.getTransformNode();
-    }
-
-    Entity &get(NullType<Entity>)
-    {
-        return m_contained.getEntity();
-    }
-
-    Nameable &get(NullType<Nameable>)
-    {
-        return m_contained.getNameable();
-    }
-
-    Namespaced &get(NullType<Namespaced>)
-    {
-        return m_contained.getNamespaced();
-    }
-
-    LightNode(EntityClass *eclass) :
-            m_node(this, this, StaticTypeCasts::instance().get()),
-            m_contained(eclass, m_node, InstanceSet::TransformChangedCaller(m_instances),
-                        InstanceSet::BoundsChangedCaller(m_instances),
-                        InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
-    {
-        construct();
-    }
-
-    LightNode(const LightNode &other) :
-            scene::Node::Symbiot(other),
-            scene::Instantiable(other),
-            scene::Cloneable(other),
-            scene::Traversable::Observer(other),
-            m_node(this, this, StaticTypeCasts::instance().get()),
-            m_contained(other.m_contained, m_node, InstanceSet::TransformChangedCaller(m_instances),
-                        InstanceSet::BoundsChangedCaller(m_instances),
-                        InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
-    {
-        construct();
-    }
-
-    ~LightNode()
-    {
-        destroy();
-    }
-
-    void release()
-    {
-        delete this;
-    }
-
-    scene::Node &node()
-    {
-        return m_node;
-    }
-
-    scene::Node &clone() const
-    {
-        return (new LightNode(*this))->node();
-    }
-
-    void insert(scene::Node &child)
-    {
-        m_instances.insert(child);
-    }
-
-    void erase(scene::Node &child)
-    {
-        m_instances.erase(child);
-    }
-
-    scene::Instance *create(const scene::Path &path, scene::Instance *parent)
-    {
-        return new LightInstance(path, parent, m_contained);
-    }
-
-    void forEachInstance(const scene::Instantiable::Visitor &visitor)
-    {
-        m_instances.forEachInstance(visitor);
-    }
-
-    void insert(scene::Instantiable::Observer *observer, const scene::Path &path, scene::Instance *instance)
-    {
-        m_instances.insert(observer, path, instance);
-    }
-
-    scene::Instance *erase(scene::Instantiable::Observer *observer, const scene::Path &path)
-    {
-        return m_instances.erase(observer, path);
-    }
+typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+scene::Traversable& get( NullType<scene::Traversable>){
+       return m_contained.getTraversable();
+}
+Editable& get( NullType<Editable>){
+       return m_contained;
+}
+Snappable& get( NullType<Snappable>){
+       return m_contained;
+}
+TransformNode& get( NullType<TransformNode>){
+       return m_contained.getTransformNode();
+}
+Entity& get( NullType<Entity>){
+       return m_contained.getEntity();
+}
+Nameable& get( NullType<Nameable>){
+       return m_contained.getNameable();
+}
+Namespaced& get( NullType<Namespaced>){
+       return m_contained.getNamespaced();
+}
+
+LightNode( EntityClass* eclass ) :
+       m_node( this, this, StaticTypeCasts::instance().get() ),
+       m_contained( eclass, m_node, InstanceSet::TransformChangedCaller( m_instances ), InstanceSet::BoundsChangedCaller( m_instances ), InstanceSetEvaluateTransform<LightInstance>::Caller( m_instances ) ){
+       construct();
+}
+LightNode( const LightNode& other ) :
+       scene::Node::Symbiot( other ),
+       scene::Instantiable( other ),
+       scene::Cloneable( other ),
+       scene::Traversable::Observer( other ),
+       m_node( this, this, StaticTypeCasts::instance().get() ),
+       m_contained( other.m_contained, m_node, InstanceSet::TransformChangedCaller( m_instances ), InstanceSet::BoundsChangedCaller( m_instances ), InstanceSetEvaluateTransform<LightInstance>::Caller( m_instances ) ){
+       construct();
+}
+~LightNode(){
+       destroy();
+}
+
+void release(){
+       delete this;
+}
+scene::Node& node(){
+       return m_node;
+}
+
+scene::Node& clone() const {
+       return ( new LightNode( *this ) )->node();
+}
+
+void insert( scene::Node& child ){
+       m_instances.insert( child );
+}
+void erase( scene::Node& child ){
+       m_instances.erase( child );
+}
+
+scene::Instance* create( const scene::Path& path, scene::Instance* parent ){
+       return new LightInstance( path, parent, m_contained );
+}
+void forEachInstance( const scene::Instantiable::Visitor& visitor ){
+       m_instances.forEachInstance( visitor );
+}
+void insert( scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance ){
+       m_instances.insert( observer, path, instance );
+}
+scene::Instance* erase( scene::Instantiable::Observer* observer, const scene::Path& path ){
+       return m_instances.erase( observer, path );
+}
 };
 
-void Light_Construct(LightType lightType)
-{
-    g_lightType = lightType;
-    if (g_lightType == LIGHTTYPE_DOOM3) {
-        LightShader::m_defaultShader = "lights/defaultPointLight";
+void Light_Construct( LightType lightType ){
+       g_lightType = lightType;
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               LightShader::m_defaultShader = "lights/defaultPointLight";
 #if 0
-        LightShader::m_defaultShader = "lights/defaultProjectedLight";
+               LightShader::m_defaultShader = "lights/defaultProjectedLight";
 #endif
-    }
-    RenderLightRadiiFill::m_state = GlobalShaderCache().capture("$Q3MAP2_LIGHT_SPHERE");
-    RenderLightCenter::m_state = GlobalShaderCache().capture("$BIGPOINT");
+       }
+       RenderLightRadiiFill::m_state = GlobalShaderCache().capture( "$Q3MAP2_LIGHT_SPHERE" );
+       RenderLightCenter::m_state = GlobalShaderCache().capture( "$BIGPOINT" );
 }
-
-void Light_Destroy()
-{
-    GlobalShaderCache().release("$Q3MAP2_LIGHT_SPHERE");
-    GlobalShaderCache().release("$BIGPOINT");
+void Light_Destroy(){
+       GlobalShaderCache().release( "$Q3MAP2_LIGHT_SPHERE" );
+       GlobalShaderCache().release( "$BIGPOINT" );
 }
 
-scene::Node &New_Light(EntityClass *eclass)
-{
-    return (new LightNode(eclass))->node();
+scene::Node& New_Light( EntityClass* eclass ){
+       return ( new LightNode( eclass ) )->node();
 }