]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - radiant/brush.cpp
Merge pull request #19 from merlin1991/scons-update
[xonotic/netradiant.git] / radiant / brush.cpp
index d2f217b310f97463afe9aef95f8b7d8b2c31f652..7747531eaa9c3e8090f580cd217e72478dd559f3 100644 (file)
 /*
-Copyright (C) 1999-2006 Id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+   Copyright (C) 1999-2007 id Software, Inc. and contributors.
+   For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+   This file is part of GtkRadiant.
+
+   GtkRadiant is free software; you can redistribute it and/or modify
+   it under the terms of the GNU General Public License as published by
+   the Free Software Foundation; either version 2 of the License, or
+   (at your option) any later version.
+
+   GtkRadiant is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+   GNU General Public License for more details.
+
+   You should have received a copy of the GNU General Public License
+   along with GtkRadiant; if not, write to the Free Software
+   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+ */
+
+#include "stdafx.h"
+#include <assert.h>
+#include "winding.h"
+#include <limits.h>
+#include "filters.h"
+
+extern MainFrame* g_pParentWnd;
+extern void MemFile_fprintf( MemStream* pMemFile, const char* pText, ... );
+
+// globals
+
+int g_nBrushId = 0;
+
+#ifdef ENABLE_GROUPS
+const char* Brush_Name( brush_t *b ){
+       static char cBuff[1024];
+       b->numberId = g_nBrushId++;
+       if ( g_qeglobals.m_bBrushPrimitMode ) {
+               sprintf( cBuff, "Brush %i", b->numberId );
+               Brush_SetEpair( b, "Name", cBuff );
+       }
+       return cBuff;
+}
+#endif
 
-This file is part of GtkRadiant.
+brush_t *Brush_Alloc(){
+       brush_t *b = (brush_t*)qmalloc( sizeof( brush_t ) );
+       return b;
+}
+/*
+   void Brush_Free(brush_t *b)
+   {
+   free(b);
+   }
+ */
+void PrintWinding( winding_t *w ){
+       int i;
+
+       Sys_Printf( "-------------\n" );
+       for ( i = 0 ; i < w->numpoints ; i++ )
+               Sys_Printf( "(%5.2f, %5.2f, %5.2f)\n", w->points[i][0]
+                                       , w->points[i][1], w->points[i][2] );
+}
 
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+void PrintPlane( plane_t *p ){
+       Sys_Printf( "(%5.2f, %5.2f, %5.2f) : %5.2f\n",  p->normal[0],  p->normal[1],
+                               p->normal[2],  p->dist );
+}
+
+void PrintVector( vec3_t v ){
+       Sys_Printf( "(%5.2f, %5.2f, %5.2f)\n",  v[0],  v[1], v[2] );
+}
 
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
 
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
-*/
+/*
+   =============================================================================
+
+            TEXTURE COORDINATES
 
-#include "brush.h"
-#include "signal/signal.h"
+   =============================================================================
+ */
 
-Signal0 g_brushTextureChangedCallbacks;
 
-void Brush_addTextureChangedCallback(const SignalHandler& handler)
+/*
+   ==================
+   textureAxisFromPlane
+   ==================
+ */
+vec3_t baseaxis[18] =
 {
-  g_brushTextureChangedCallbacks.connectLast(handler);
+       {0,0,1}, {1,0,0}, {0,-1,0},     // floor
+       {0,0,-1}, {1,0,0}, {0,-1,0},    // ceiling
+       {1,0,0}, {0,1,0}, {0,0,-1},     // west wall
+       {-1,0,0}, {0,1,0}, {0,0,-1},    // east wall
+       {0,1,0}, {1,0,0}, {0,0,-1},     // south wall
+       {0,-1,0}, {1,0,0}, {0,0,-1}     // north wall
+};
+
+void TextureAxisFromPlane( plane_t *pln, vec3_t xv, vec3_t yv ){
+       int bestaxis;
+       float dot,best;
+       int i;
+
+       best = 0;
+       bestaxis = 0;
+
+       for ( i = 0 ; i < 6 ; i++ )
+       {
+               dot = DotProduct( pln->normal, baseaxis[i * 3] );
+               if ( g_PrefsDlg.m_bQ3Map2Texturing && dot > best + 0.0001f || dot > best ) {
+                       best = dot;
+                       bestaxis = i;
+               }
+       }
+
+       VectorCopy( baseaxis[bestaxis * 3 + 1], xv );
+       VectorCopy( baseaxis[bestaxis * 3 + 2], yv );
 }
 
-void Brush_textureChanged()
-{
-  g_brushTextureChangedCallbacks();
+
+
+float lightaxis[3] = {0.6f, 0.8f, 1.0f};
+/*
+   ================
+   SetShadeForPlane
+
+   Light different planes differently to
+   improve recognition
+   ================
+ */
+extern float ShadeForNormal( vec3_t normal );
+
+float SetShadeForPlane( plane_t *p ){
+       //return ShadeForNormal(p->normal);
+
+
+       int i;
+       float f;
+
+       // axial plane
+       for ( i = 0 ; i < 3 ; i++ )
+               if ( fabs( p->normal[i] ) > 0.9 ) {
+                       f = lightaxis[i];
+                       return f;
+               }
+
+       // between two axial planes
+       for ( i = 0 ; i < 3 ; i++ )
+               if ( fabs( p->normal[i] ) < 0.1 ) {
+                       f = ( lightaxis[( i + 1 ) % 3] + lightaxis[( i + 2 ) % 3] ) / 2;
+                       return f;
+               }
+
+       // other
+       f = ( lightaxis[0] + lightaxis[1] + lightaxis[2] ) / 3;
+       return f;
+
 }
 
-QuantiseFunc Face::m_quantise;
-EBrushType Face::m_type;
-EBrushType FacePlane::m_type;
-bool g_brush_texturelock_enabled = false;
+vec3_t vecs[2];
+float shift[2];
 
-EBrushType Brush::m_type;
-double Brush::m_maxWorldCoord = 0;
-Shader* Brush::m_state_point;
-Shader* BrushClipPlane::m_state = 0;
-Shader* BrushInstance::m_state_selpoint;
-Counter* BrushInstance::m_counter = 0;
+/*
+   ================
+   Face_Alloc
+   ================
+ */
+face_t *Face_Alloc( void ){
+       face_t *f = (face_t*)qmalloc( sizeof( *f ) );
+       return f;
+}
 
-FaceInstanceSet g_SelectedFaceInstances;
+/*
+   ================
+   Face_Free
+   ================
+ */
+void Face_Free( face_t *f ){
+       assert( f != 0 );
+
+       if ( f->face_winding ) {
+               free( f->face_winding );
+               f->face_winding = 0;
+       }
+       f->texdef.~texdef_t();;
+
+       free( f );
+}
 
+/*
+   ================
+   Face_Clone
+   ================
+ */
+face_t  *Face_Clone( face_t *f ){
+       face_t  *n;
+
+       n = Face_Alloc();
+       n->texdef = f->texdef;
+       n->brushprimit_texdef = f->brushprimit_texdef;
+
+       memcpy( n->planepts, f->planepts, sizeof( n->planepts ) );
+
+       // all other fields are derived, and will be set by Brush_Build
+       // FIXME: maybe not, for example n->pData!
+       return n;
+}
 
-struct SListNode
-{
-  SListNode* m_next;
-};
+/*
+   ================
+   Face_FullClone
+
+   makes an exact copy of the face
+   ================
+ */
+face_t  *Face_FullClone( face_t *f ){
+       face_t  *n;
+
+       n = Face_Alloc();
+       n->texdef = f->texdef;
+       n->brushprimit_texdef = f->brushprimit_texdef;
+       memcpy( n->planepts, f->planepts, sizeof( n->planepts ) );
+       memcpy( &n->plane, &f->plane, sizeof( plane_t ) );
+       if ( f->face_winding ) {
+               n->face_winding = Winding_Clone( f->face_winding );
+       }
+       else{
+               n->face_winding = NULL;
+       }
+       n->pShader = f->pShader;
+       n->pShader->IncRef();
+       n->d_texture = n->pShader->getTexture();
+       return n;
+}
 
-class ProximalVertex
-{
-public:
-  const SListNode* m_vertices;
+void Face_SetShader( face_t *face, const char *name ){
+       if ( face->pShader != NULL ) {
+               face->pShader->DecRef();
+       }
+       face->texdef.SetName( name );
+       face->pShader = QERApp_Shader_ForName( name );
+       face->pShader->IncRef();
+       face->d_texture = face->pShader->getTexture();
+       face->texdef.flags = face->pShader->getFlags();
+}
+
+void Face_SetShader( face_t *face, IShader *shader ){
+       if ( face->pShader != NULL ) {
+               face->pShader->DecRef();
+       }
+       face->texdef.SetName( shader->getName() );
+       face->d_texture = shader->getTexture();
+       face->texdef.flags = shader->getFlags();
+       face->pShader = shader;
+       face->pShader->IncRef();
+}
+
+/*
+   ================
+   Clamp
+   ================
+ */
+void Clamp( float& f, int nClamp ){
+       float fFrac = f - static_cast<int>( f );
+       f = static_cast<int>( f ) % nClamp;
+       f += fFrac;
+}
+
+/*
+   ================
+   Face_MoveTexture
+   ================
+ */
+void Face_MoveTexture( face_t *f, vec3_t delta ){
+       vec3_t vX, vY;
+
+       if ( g_qeglobals.m_bBrushPrimitMode ) {
+               ShiftTextureGeometric_BrushPrimit( f, delta );
+       }
+       else
+       {
+               TextureAxisFromPlane( &f->plane, vX, vY );
+
+               vec3_t vDP, vShift;
+               vDP[0] = DotProduct( delta, vX );
+               vDP[1] = DotProduct( delta, vY );
+
+               double fAngle = f->texdef.rotate  / 180 * Q_PI;
+               double c = cos( fAngle );
+               double s = sin( fAngle );
+
+               vShift[0] = vDP[0] * c - vDP[1] * s;
+               vShift[1] = vDP[0] * s + vDP[1] * c;
+
+               if ( !f->texdef.scale[0] ) {
+                       f->texdef.scale[0] = g_PrefsDlg.m_fDefTextureScale;
+               }
+               if ( !f->texdef.scale[1] ) {
+                       f->texdef.scale[1] = g_PrefsDlg.m_fDefTextureScale;
+               }
+
+               f->texdef.shift[0] -= vShift[0] / f->texdef.scale[0];
+               f->texdef.shift[1] -= vShift[1] / f->texdef.scale[1];
+
+               // clamp the shifts
+               Clamp( f->texdef.shift[0], f->d_texture->width );
+               Clamp( f->texdef.shift[1], f->d_texture->height );
+       }
+}
+
+/*
+   ================
+   Face_SetColor
+   ================
+ */
+/*!\todo Replace all face_t::d_texture access with face_t::pShader::GetTexture.*/
+void Face_SetColor( brush_t *b, face_t *f, float fCurveColor ){
+       // set shading for face
+       f->d_shade = SetShadeForPlane( &f->plane );
+       f->d_color[0] = f->pShader->getTexture()->color[0] * f->d_shade;
+       f->d_color[1] = f->pShader->getTexture()->color[1] * f->d_shade;
+       f->d_color[2] = f->pShader->getTexture()->color[2] * f->d_shade;
+}
+
+/*
+   ================
+   Face_TextureVectors
+   ================
+ */
+void Face_TextureVectors( face_t *f, float STfromXYZ[2][4] ){
+       vec3_t pvecs[2];
+       int sv, tv;
+       float ang, sinv, cosv;
+       float ns, nt;
+       int i,j;
+       qtexture_t *q;
+       texdef_t    *td;
+
+#ifdef _DEBUG
+       // this code is not supposed to be used while in BP mode, warning here can help spot the problem
+       if ( g_qeglobals.m_bBrushPrimitMode && !g_qeglobals.bNeedConvert ) {
+               Sys_Printf( "Warning : illegal call of Face_TextureVectors in brush primitive mode\n" );
+       }
+#endif
+
+       td = &f->texdef;
+       q = f->d_texture;
+
+       memset( STfromXYZ, 0, 8 * sizeof( float ) );
+
+       if ( !td->scale[0] ) {
+               td->scale[0] = g_PrefsDlg.m_fDefTextureScale;
+       }
+       if ( !td->scale[1] ) {
+               td->scale[1] = g_PrefsDlg.m_fDefTextureScale;
+       }
+
+       // get natural texture axis
+       TextureAxisFromPlane( &f->plane, pvecs[0], pvecs[1] );
+
+       // rotate axis
+       if ( td->rotate == 0 ) {
+               sinv = 0 ; cosv = 1;
+       }
+       else if ( td->rotate == 90 ) {
+               sinv = 1 ; cosv = 0;
+       }
+       else if ( td->rotate == 180 ) {
+               sinv = 0 ; cosv = -1;
+       }
+       else if ( td->rotate == 270 ) {
+               sinv = -1 ; cosv = 0;
+       }
+       else
+       {
+               ang = td->rotate / 180 * Q_PI;
+               sinv = sin( ang );
+               cosv = cos( ang );
+       }
+
+       if ( pvecs[0][0] ) {
+               sv = 0;
+       }
+       else if ( pvecs[0][1] ) {
+               sv = 1;
+       }
+       else{
+               sv = 2;
+       }
+
+       if ( pvecs[1][0] ) {
+               tv = 0;
+       }
+       else if ( pvecs[1][1] ) {
+               tv = 1;
+       }
+       else{
+               tv = 2;
+       }
+
+       for ( i = 0 ; i < 2 ; i++ ) {
+               ns = cosv * pvecs[i][sv] - sinv * pvecs[i][tv];
+               nt = sinv * pvecs[i][sv] +  cosv * pvecs[i][tv];
+               STfromXYZ[i][sv] = ns;
+               STfromXYZ[i][tv] = nt;
+       }
+
+       // scale
+       for ( i = 0 ; i < 2 ; i++ )
+               for ( j = 0 ; j < 3 ; j++ )
+                       STfromXYZ[i][j] = STfromXYZ[i][j] / td->scale[i];
+
+       // shift
+       STfromXYZ[0][3] = td->shift[0];
+       STfromXYZ[1][3] = td->shift[1];
+
+       for ( j = 0 ; j < 4 ; j++ ) {
+               STfromXYZ[0][j] /= q->width;
+               STfromXYZ[1][j] /= q->height;
+       }
+}
+
+long double HighestImpactSign( long double a, long double b ){
+       // returns the sign of the value with larger abs
+       if ( a + b > 0 ) {
+               return +1;
+       }
+       else{
+               return -1;
+       }
+}
+
+void Face_TexdefFromTextureVectors( face_t *f, long double STfromXYZ[2][4], vec3_t pvecs[2], int sv, int tv ){
+       texdef_t *td;
+       qtexture_t *q;
+       int j;
+       long double ang;
+
+       td = &f->texdef;
+       q = f->d_texture;
+
+       // undo the texture transform
+       for ( j = 0 ; j < 4 ; j++ ) {
+               STfromXYZ[0][j] *= q->width;
+               STfromXYZ[1][j] *= q->height;
+       }
+
+       // shift
+       td->shift[0] = STfromXYZ[0][3];
+       td->shift[1] = STfromXYZ[1][3];
+
+       /**
+        * SOLVE:
+        *  STfromXYZ[0][sv] = (cosv * pvecs[0][sv] - sinv * pvecs[0][tv]) / td->scale[0];
+        *  STfromXYZ[0][tv] = (sinv * pvecs[0][sv] + cosv * pvecs[0][tv]) / td->scale[0];
+        *  STfromXYZ[1][sv] = (cosv * pvecs[1][sv] - sinv * pvecs[1][tv]) / td->scale[1];
+        *  STfromXYZ[1][tv] = (sinv * pvecs[1][sv] + cosv * pvecs[1][tv]) / td->scale[1];
+        * FOR:
+        *  sinv, cosv, td->scale[0], td->scale[1]
+        * WE KNOW:
+        *  sinv^2 + cosv^2 = 1
+        *  pvecs[0][sv] is +/-1
+        *  pvecs[0][tv] is 0
+        *  pvecs[1][sv] is 0
+        *  pvecs[1][tv] is +/-1
+        * THUS:
+        *  STfromXYZ[0][sv] = +cosv * pvecs[0][sv] / td->scale[0];
+        *  STfromXYZ[0][tv] = +sinv * pvecs[0][sv] / td->scale[0];
+        *  STfromXYZ[1][sv] = -sinv * pvecs[1][tv] / td->scale[1];
+        *  STfromXYZ[1][tv] = +cosv * pvecs[1][tv] / td->scale[1];
+        */
+
+       td->scale[0] = sqrt( STfromXYZ[0][sv] * STfromXYZ[0][sv] + STfromXYZ[0][tv] * STfromXYZ[0][tv] );
+       td->scale[1] = sqrt( STfromXYZ[1][sv] * STfromXYZ[1][sv] + STfromXYZ[1][tv] * STfromXYZ[1][tv] );
+
+       if ( td->scale[0] ) {
+               td->scale[0] = 1 / td->scale[0]; // avoid NaNs
+       }
+       if ( td->scale[1] ) {
+               td->scale[1] = 1 / td->scale[1];
+       }
+
+       long double sign0tv = ( STfromXYZ[0][tv] > 0 ) ? +1 : -1;
+       ang = atan2( sign0tv * STfromXYZ[0][tv], sign0tv * STfromXYZ[0][sv] ); // atan2(y, x) with y positive is in [0, PI[
+
+       // STOP
+       // We have until now ignored the fact that td->scale[0] or td->scale[1] may
+       // have either sign (+ or -). Due to roundoff errors, our choice of
+       // sign0tv may even have been wrong in a sense.
+       // sign0tv may NOT indicate the appropriate sign for td->scale[0] (namely,
+       // if cosv is near zero)!
+       // let's look at the signs again
+       //   sign0sv =  signcosv * pvecs[0][sv] / td->scale[0]sign
+       //   sign0tv =             pvecs[0][sv] / td->scale[0]sign
+       //   sign1sv = -1        * pvecs[1][tv] / td->scale[1]sign
+       //   sign1tv =  signcosv * pvecs[1][tv] / td->scale[1]sign
+       // -->
+       //   td->scale[1]sign =  sign1tv * signcosv * pvecs[1][tv]
+       //   td->scale[1]sign = -sign1sv * signsinv * pvecs[1][tv]
+       //   td->scale[0]sign =  sign0tv * signsinv * pvecs[0][sv]
+       //   td->scale[0]sign =  sign0sv * signcosv * pvecs[0][sv]
+       // which to choose?
+       // the one with the larger impact on the original texcoords, of course
+       // to minimize the effect of roundoff errors that may flip the signs!
+
+       td->scale[0] *= HighestImpactSign( STfromXYZ[0][tv] * +sin( ang ), STfromXYZ[0][sv] * cos( ang ) ) * pvecs[0][sv];
+       td->scale[1] *= HighestImpactSign( STfromXYZ[1][sv] * -sin( ang ), STfromXYZ[1][tv] * cos( ang ) ) * pvecs[1][tv];
+
+       td->rotate = ang * 180 / Q_PI; // FIXME possibly snap this to 0/90/180 (270 can't happen)?
+}
+
+
+/*
+   ================
+   Face_MakePlane
+   ================
+ */
+void Face_MakePlane( face_t *f ){
+       int j;
+       vec3_t t1, t2, t3;
+
+       // convert to a vector / dist plane
+       for ( j = 0 ; j < 3 ; j++ )
+       {
+               t1[j] = f->planepts[0][j] - f->planepts[1][j];
+               t2[j] = f->planepts[2][j] - f->planepts[1][j];
+               t3[j] = f->planepts[1][j];
+       }
+
+       CrossProduct( t1,t2, f->plane.normal );
+       if ( VectorCompare( f->plane.normal, vec3_origin ) ) {
+               Sys_FPrintf( SYS_WRN, "WARNING: brush plane with no normal\n" );
+       }
+       VectorNormalize( f->plane.normal, f->plane.normal );
+       f->plane.dist = DotProduct( t3, f->plane.normal );
+}
+
+/*
+   ================
+   EmitTextureCoordinates
+   ================
+ */
+void EmitTextureCoordinates( float *xyzst, qtexture_t *q, face_t *f ){
+       float STfromXYZ[2][4];
+
+       Face_TextureVectors( f,  STfromXYZ );
+       xyzst[3] = DotProduct( xyzst, STfromXYZ[0] ) + STfromXYZ[0][3];
+       xyzst[4] = DotProduct( xyzst, STfromXYZ[1] ) + STfromXYZ[1][3];
+}
+
+long double SarrusDetScalar( long double a1, long double b1, long double c1, long double a2, long double b2, long double c2, long double a3, long double b3, long double c3 ){
+       return a1 * b2 * c3 + a2 * b3 * c1 + a3 * b1 * c2
+                  - a1 * c2 * b3 - a2 * c3 * b1 - a3 * c1 * b2;
+}
+
+void SarrusSolve( long double a1, long double b1, long double c1, long double d1, long double a2, long double b2, long double c2, long double d2, long double a3, long double b3, long double c3, long double d3, long double *a, long double *b, long double *c ){
+       long double det;
+       det = SarrusDetScalar( a1, b1, c1,
+                                                  a2, b2, c2,
+                                                  a3, b3, c3 );
+       *a =  SarrusDetScalar( d1, b1, c1,
+                                                  d2, b2, c2,
+                                                  d3, b3, c3 ) / det;
+       *b =  SarrusDetScalar( a1, d1, c1,
+                                                  a2, d2, c2,
+                                                  a3, d3, c3 ) / det;
+       *c =  SarrusDetScalar( a1, b1, d1,
+                                                  a2, b2, d2,
+                                                  a3, b3, d3 ) / det;
+}
+
+void Face_TexdefFromTextureCoordinates( float *xyzst1, float *xyzst2, float *xyzst3, qtexture_t *q, face_t *f ){
+       vec3_t pvecs[2];
+       int sv, tv, uv;
+
+       long double STfromXYZ[2][4];
+
+       // get natural texture axis
+       TextureAxisFromPlane( &f->plane, pvecs[0], pvecs[1] );
+
+       if ( pvecs[0][0] ) {
+               sv = 0;
+       }
+       else if ( pvecs[0][1] ) {
+               sv = 1;
+       }
+       else{
+               sv = 2;
+       }
+
+       if ( pvecs[1][0] ) {
+               tv = 0;
+       }
+       else if ( pvecs[1][1] ) {
+               tv = 1;
+       }
+       else{
+               tv = 2;
+       }
+
+       uv = 3 - sv - tv; // the "other one"
+
+       // find the STfromXYZ 4-vectors
+       /*
+          SARRUS-SOLVE:
+           xyzst1[3] == xyzst1[sv] * STfromXYZ[0][sv] + xyzst1[tv] * STfromXYZ[0][tv] + STfromXYZ[0][3];
+           xyzst2[3] == xyzst2[sv] * STfromXYZ[0][sv] + xyzst2[tv] * STfromXYZ[0][tv] + STfromXYZ[0][3];
+           xyzst3[3] == xyzst3[sv] * STfromXYZ[0][sv] + xyzst3[tv] * STfromXYZ[0][tv] + STfromXYZ[0][3];
+          FOR: STfromXYZ[0]
+          GIVEN: one coord of them (uv) is empty (see Face_TextureVectors)
+          SARRUS-SOLVE:
+           xyzst1[4] == xyzst1[sv] * STfromXYZ[1][sv] + xyzst1[tv] * STfromXYZ[1][tv] + STfromXYZ[1][3];
+           xyzst2[4] == xyzst2[sv] * STfromXYZ[1][sv] + xyzst2[tv] * STfromXYZ[1][tv] + STfromXYZ[1][3];
+           xyzst3[4] == xyzst3[sv] * STfromXYZ[1][sv] + xyzst3[tv] * STfromXYZ[1][tv] + STfromXYZ[1][3];
+          FOR: STfromXYZ[1]
+          GIVEN: one coord of them (uv) is empty (see Face_TextureVectors)
+        */
+
+       STfromXYZ[0][uv] = 0;
+       SarrusSolve(
+               xyzst1[sv],        xyzst1[tv],        1,               xyzst1[3],
+               xyzst2[sv],        xyzst2[tv],        1,               xyzst2[3],
+               xyzst3[sv],        xyzst3[tv],        1,               xyzst3[3],
+               &STfromXYZ[0][sv], &STfromXYZ[0][tv], &STfromXYZ[0][3]
+               );
+
+       STfromXYZ[1][uv] = 0;
+       SarrusSolve(
+               xyzst1[sv],        xyzst1[tv],        1,               xyzst1[4],
+               xyzst2[sv],        xyzst2[tv],        1,               xyzst2[4],
+               xyzst3[sv],        xyzst3[tv],        1,               xyzst3[4],
+               &STfromXYZ[1][sv], &STfromXYZ[1][tv], &STfromXYZ[1][3]
+               );
+
+       /*
+          printf("%s\n", q->name);
+
+          printf("%f == %Lf\n", xyzst1[3], DotProduct (xyzst1, STfromXYZ[0]) + STfromXYZ[0][3]);
+          printf("%f == %Lf\n", xyzst2[3], DotProduct (xyzst2, STfromXYZ[0]) + STfromXYZ[0][3]);
+          printf("%f == %Lf\n", xyzst3[3], DotProduct (xyzst3, STfromXYZ[0]) + STfromXYZ[0][3]);
+          printf("%f == %Lf\n", xyzst1[4], DotProduct (xyzst1, STfromXYZ[1]) + STfromXYZ[1][3]);
+          printf("%f == %Lf\n", xyzst2[4], DotProduct (xyzst2, STfromXYZ[1]) + STfromXYZ[1][3]);
+          printf("%f == %Lf\n", xyzst3[4], DotProduct (xyzst3, STfromXYZ[1]) + STfromXYZ[1][3]);
+
+          float   newSTfromXYZ[2][4];
+
+          printf("old: %Lf,%Lf,%Lf,%Lf %Lf,%Lf,%Lf,%Lf\n",
+           STfromXYZ[0][0], STfromXYZ[0][1], STfromXYZ[0][2], STfromXYZ[0][3],
+           STfromXYZ[1][0], STfromXYZ[1][1], STfromXYZ[1][2], STfromXYZ[1][3]);
+        */
+
+       Face_TexdefFromTextureVectors( f,  STfromXYZ, pvecs, sv, tv );
+
+       /*
+          Face_TextureVectors(f, newSTfromXYZ);
+
+          printf("new: %f,%f,%f,%f %f,%f,%f,%f\n",
+           newSTfromXYZ[0][0], newSTfromXYZ[0][1], newSTfromXYZ[0][2], newSTfromXYZ[0][3],
+           newSTfromXYZ[1][0], newSTfromXYZ[1][1], newSTfromXYZ[1][2], newSTfromXYZ[1][3]);
+
+          float newxyzst1[5];
+          float newxyzst2[5];
+          float newxyzst3[5];
+          VectorCopy(xyzst1, newxyzst1);
+          VectorCopy(xyzst2, newxyzst2);
+          VectorCopy(xyzst3, newxyzst3);
+          EmitTextureCoordinates (newxyzst1, q, f);
+          EmitTextureCoordinates (newxyzst2, q, f);
+          EmitTextureCoordinates (newxyzst3, q, f);
+          printf("Face_TexdefFromTextureCoordinates: %f,%f %f,%f %f,%f -> %f,%f %f,%f %f,%f\n",
+           xyzst1[3], xyzst1[4],
+           xyzst2[3], xyzst2[4],
+           xyzst3[3], xyzst3[4],
+           newxyzst1[3], newxyzst1[4],
+           newxyzst2[3], newxyzst2[4],
+           newxyzst3[3], newxyzst3[4]);
+          // TODO why do these differ, but not the previous ones? this makes no sense whatsoever
+        */
+}
+
+
+
+//==========================================================================
+
+/*
+   ================
+   Brush_MakeFacePlanes
+   ================
+ */
+void Brush_MakeFacePlanes( brush_t *b ){
+       face_t  *f;
+
+       for ( f = b->brush_faces ; f ; f = f->next )
+       {
+               Face_MakePlane( f );
+       }
+}
+
+/*
+   ================
+   DrawBrushEntityName
+   ================
+ */
+void DrawBrushEntityName( brush_t *b ){
+       const char  *name;
+       float a, s, c;
+       vec3_t mid;
+       int i;
+
+       if ( !b->owner ) {
+               return; // during contruction
+
+       }
+       if ( b->owner == world_entity ) {
+               return;
+       }
+
+       if ( b != b->owner->brushes.onext ) {
+               return; // not key brush
+
+       }
+       // TTimo: Brush_DrawFacingAngle is for camera view rendering, this function is called for 2D views
+       // FIXME - spog - not sure who put this here.. Brush_DrawFacingAngle() does this job?
+       // Brush_DrawFacingAngle() works when called, but is not being called.
+       if ( g_qeglobals.d_savedinfo.show_angles && ( b->owner->eclass->nShowFlags & ECLASS_ANGLE ) ) {
+               // draw the angle pointer
+               a = FloatForKey( b->owner, "angle" );
+               s = sin( a / 180 * Q_PI );
+               c = cos( a / 180 * Q_PI );
+               for ( i = 0 ; i < 3 ; i++ )
+                       mid[i] = ( b->mins[i] + b->maxs[i] ) * 0.5;
+
+               qglBegin( GL_LINE_STRIP );
+               qglVertex3fv( mid );
+               mid[0] += c * 8;
+               mid[1] += s * 8;
+               mid[2] += s * 8;
+               qglVertex3fv( mid );
+               mid[0] -= c * 4;
+               mid[1] -= s * 4;
+               mid[2] -= s * 4;
+               mid[0] -= s * 4;
+               mid[1] += c * 4;
+               mid[2] += c * 4;
+               qglVertex3fv( mid );
+               mid[0] += c * 4;
+               mid[1] += s * 4;
+               mid[2] += s * 4;
+               mid[0] += s * 4;
+               mid[1] -= c * 4;
+               mid[2] -= c * 4;
+               qglVertex3fv( mid );
+               mid[0] -= c * 4;
+               mid[1] -= s * 4;
+               mid[2] -= s * 4;
+               mid[0] += s * 4;
+               mid[1] -= c * 4;
+               mid[2] -= c * 4;
+               qglVertex3fv( mid );
+               qglEnd();
+       }
+
+       if ( g_qeglobals.d_savedinfo.show_names ) {
+               name = ValueForKey( b->owner, "classname" );
+               qglRasterPos3f( b->mins[0] + 4, b->mins[1] + 4, b->mins[2] + 4 );
+               gtk_glwidget_print_string( name );
+       }
+}
+
+/*
+   =================
+   Brush_MakeFaceWinding
+
+   returns the visible polygon on a face
+   =================
+ */
+winding_t *Brush_MakeFaceWinding( brush_t *b, face_t *face ){
+       winding_t   *w;
+       face_t      *clip;
+       plane_t plane;
+       qboolean past;
+
+       // get a poly that covers an effectively infinite area
+       w = Winding_BaseForPlane( &face->plane );
+
+       // chop the poly by all of the other faces
+       past = false;
+       for ( clip = b->brush_faces ; clip && w ; clip = clip->next )
+       {
+               if ( clip == face ) {
+                       past = true;
+                       continue;
+               }
+               if ( DotProduct( face->plane.normal, clip->plane.normal ) > 0.999
+                        && fabs( face->plane.dist - clip->plane.dist ) < 0.01 ) { // identical plane, use the later one
+                       if ( past ) {
+                               free( w );
+                               return NULL;
+                       }
+                       continue;
+               }
+
+               // flip the plane, because we want to keep the back side
+               VectorSubtract( vec3_origin,clip->plane.normal, plane.normal );
+               plane.dist = -clip->plane.dist;
+
+               w = Winding_Clip( w, &plane, false );
+               if ( !w ) {
+                       return w;
+               }
+       }
+
+       if ( w->numpoints < 3 ) {
+               free( w );
+               w = NULL;
+       }
+
+       if ( !w ) {
+               Sys_FPrintf( SYS_WRN, "unused plane\n" );
+       }
+
+       return w;
+}
+
+/*
+   =================
+   Brush_SnapPlanepts
+   =================
+ */
+void Brush_SnapPlanepts( brush_t *b ){
+       int i, j;
+       face_t  *f;
+
+       if ( g_PrefsDlg.m_bNoClamp ) {
+               return;
+       }
+
+       if ( g_qeglobals.d_bSmallGrid ) {
+               for ( f = b->brush_faces ; f; f = f->next )
+                       for ( i = 0 ; i < 3 ; i++ )
+                               for ( j = 0 ; j < 3 ; j++ )
+                                       f->planepts[i][j] = floor( f->planepts[i][j] / g_qeglobals.d_gridsize + 0.5 ) * g_qeglobals.d_gridsize;
+       }
+       else
+       {
+               for ( f = b->brush_faces ; f; f = f->next )
+                       for ( i = 0 ; i < 3 ; i++ )
+                               for ( j = 0 ; j < 3 ; j++ )
+                                       f->planepts[i][j] = floor( f->planepts[i][j] + 0.5 );
+       }
+}
+
+/*
+** Brush_Build
+**
+** Builds a brush rendering data and also sets the min/max bounds
+*/
+// TTimo
+// added a bConvert flag to convert between old and new brush texture formats
+// TTimo
+// brush grouping: update the group treeview if necessary
+void Brush_Build( brush_t *b, bool bSnap, bool bMarkMap, bool bConvert, bool bFilterTest ){
+       bool bLocalConvert;
+
+
+#ifdef _DEBUG
+       if ( !g_qeglobals.m_bBrushPrimitMode && bConvert ) {
+               Sys_Printf( "Warning : conversion from brush primitive to old brush format not implemented\n" );
+       }
+#endif
+
+       // if bConvert is set and g_qeglobals.bNeedConvert is not, that just means we need convert for this brush only
+       if ( bConvert && !g_qeglobals.bNeedConvert ) {
+#ifdef _DEBUG
+               //++timo FIXME: it's not very clear when this can happen, I guess while dealing with plugins that send brushes
+               // back and forth in one format or the other .. more when mixing BP / noBP in the same maps.
+#endif
+               bLocalConvert = true;
+               g_qeglobals.bNeedConvert = true;
+       }
+       else{
+               bLocalConvert = false;
+       }
+
+       /*
+       ** build the windings and generate the bounding box
+       */
+       Brush_BuildWindings( b, bSnap );
+
+       if ( b->owner->model.pRender ) {
+               const aabb_t *aabb = b->owner->model.pRender->GetAABB();
+               VectorAdd( aabb->origin, aabb->extents, b->maxs );
+               VectorSubtract( aabb->origin, aabb->extents, b->mins );
+       }
+
+       //Patch_BuildPoints (b); // does nothing but set b->patchBrush true if the texdef contains SURF_PATCH !
+
+       /*
+       ** move the points and edges if in select mode
+       */
+       if ( g_qeglobals.d_select_mode == sel_vertex || g_qeglobals.d_select_mode == sel_edge ) {
+               SetupVertexSelection();
+       }
+
+       if ( b->itemOwner == 0 ) { //NULL)
+               Group_AddToProperGroup( b );
+       }
+
+       if ( bMarkMap ) {
+               Sys_MarkMapModified();
+       }
+
+       if ( bLocalConvert ) {
+               g_qeglobals.bNeedConvert = false;
+       }
+
+       // spog - applying filters to brush during brush_build instead of during redraw
+       if ( bFilterTest ) {
+               b->bFiltered = FilterBrush( b );
+       }
+}
+
+/*
+   ==============
+   Brush_SplitBrushByFace
+
+   The incoming brush is NOT freed.
+   The incoming face is NOT left referenced.
+   ==============
+ */
+void Brush_SplitBrushByFace( brush_t *in, face_t *f, brush_t **front, brush_t **back, boolean bCaulk ){
+       brush_t *b;
+       face_t  *nf;
+       vec3_t temp;
+
+       b = Brush_Clone( in );
+       nf = Face_Clone( f );
+
+       nf->texdef = b->brush_faces->texdef;
+       if ( bCaulk ) {
+               nf->texdef.SetName( g_pGameDescription->mCaulkShader.GetBuffer() );
+       }
+       nf->next = b->brush_faces;
+       b->brush_faces = nf;
+
+       Brush_Build( b );
+       Brush_RemoveEmptyFaces( b );
+       if ( !b->brush_faces ) { // completely clipped away
+               Brush_Free( b );
+               *back = NULL;
+       }
+       else
+       {
+               Entity_LinkBrush( in->owner, b );
+               *back = b;
+       }
+
+       b = Brush_Clone( in );
+       nf = Face_Clone( f );
+       // swap the plane winding
+       VectorCopy( nf->planepts[0], temp );
+       VectorCopy( nf->planepts[1], nf->planepts[0] );
+       VectorCopy( temp, nf->planepts[1] );
+
+       nf->texdef = b->brush_faces->texdef;
+       if ( bCaulk ) {
+               nf->texdef.SetName( g_pGameDescription->mCaulkShader.GetBuffer() );
+       }
+       nf->next = b->brush_faces;
+       b->brush_faces = nf;
+
+       Brush_Build( b );
+       Brush_RemoveEmptyFaces( b );
+       if ( !b->brush_faces ) { // completely clipped away
+               Brush_Free( b );
+               *front = NULL;
+       }
+       else
+       {
+               Entity_LinkBrush( in->owner, b );
+               *front = b;
+       }
+}
+
+/*
+   =================
+   Brush_BestSplitFace
+
+   returns the best face to split the brush with.
+   return NULL if the brush is convex
+   =================
+ */
+face_t *Brush_BestSplitFace( brush_t *b ){
+       face_t *face, *f, *bestface;
+       winding_t *front, *back;
+       int splits, tinywindings, value, bestvalue;
+
+       bestvalue = 999999;
+       bestface = NULL;
+       for ( face = b->brush_faces; face; face = face->next )
+       {
+               splits = 0;
+               tinywindings = 0;
+               for ( f = b->brush_faces; f; f = f->next )
+               {
+                       if ( f == face ) {
+                               continue;
+                       }
+                       //
+                       Winding_SplitEpsilon( f->face_winding, face->plane.normal, face->plane.dist, 0.1f, &front, &back );
+
+                       if ( !front ) {
+                               Winding_Free( back );
+                       }
+                       else if ( !back ) {
+                               Winding_Free( front );
+                       }
+                       else
+                       {
+                               splits++;
+                               if ( Winding_IsTiny( front ) ) {
+                                       tinywindings++;
+                               }
+                               if ( Winding_IsTiny( back ) ) {
+                                       tinywindings++;
+                               }
+                       }
+               }
+               if ( splits ) {
+                       value = splits + 50 * tinywindings;
+                       if ( value < bestvalue ) {
+                               bestvalue = value;
+                               bestface = face;
+                       }
+               }
+       }
+       return bestface;
+}
+
+/*
+   =================
+   Brush_MakeConvexBrushes
+
+   MrE FIXME: this doesn't work because the old
+           Brush_SplitBrushByFace is used
+   Turns the brush into a minimal number of convex brushes.
+   If the input brush is convex then it will be returned.
+   Otherwise the input brush will be freed.
+   NOTE: the input brush should have windings for the faces.
+   =================
+ */
+brush_t *Brush_MakeConvexBrushes( brush_t *b ){
+       brush_t *front, *back, *end;
+       face_t *face;
+
+       b->next = NULL;
+       face = Brush_BestSplitFace( b );
+       if ( !face ) {
+               return b;
+       }
+       Brush_SplitBrushByFace( b, face, &front, &back );
+       //this should never happen
+       if ( !front && !back ) {
+               return b;
+       }
+       Brush_Free( b );
+       if ( !front ) {
+               return Brush_MakeConvexBrushes( back );
+       }
+       b = Brush_MakeConvexBrushes( front );
+       if ( back ) {
+               for ( end = b; end->next; end = end->next ) ;
+               end->next = Brush_MakeConvexBrushes( back );
+       }
+       return b;
+}
+
+/*
+   =================
+   Brush_Convex
+   =================
+ */
+int Brush_Convex( brush_t *b ){
+       face_t *face1, *face2;
+
+       for ( face1 = b->brush_faces; face1; face1 = face1->next )
+       {
+               if ( !face1->face_winding ) {
+                       continue;
+               }
+               for ( face2 = b->brush_faces; face2; face2 = face2->next )
+               {
+                       if ( face1 == face2 ) {
+                               continue;
+                       }
+                       if ( !face2->face_winding ) {
+                               continue;
+                       }
+                       if ( Winding_PlanesConcave( face1->face_winding, face2->face_winding,
+                                                                               face1->plane.normal, face2->plane.normal,
+                                                                               face1->plane.dist, face2->plane.dist ) ) {
+                               return false;
+                       }
+               }
+       }
+       return true;
+}
+
+/*
+   =================
+   Brush_MoveVertexes
+
+   - The input brush must be convex
+   - The input brush must have face windings.
+   - The output brush will be convex.
+   - Returns true if the WHOLE vertex movement is performed.
+   =================
+ */
+
+// define this to debug the vertex editing mode
+#ifdef _DEBUG
+//#define DBG_VERT
+#endif
+
+#define MAX_MOVE_FACES      64
+
+int Brush_MoveVertex( brush_t *b, vec3_t vertex, vec3_t delta, vec3_t end, bool bSnap ){
+       face_t *f, *face, *newface, *lastface, *nextface;
+       face_t *movefaces[MAX_MOVE_FACES];
+       int movefacepoints[MAX_MOVE_FACES];
+       winding_t *w, tmpw;
+       vec3_t start, mid;
+       plane_t plane;
+       int i, j, k, nummovefaces, result, done;
+       float dot, front, back, frac, smallestfrac;
+
+#ifdef DBG_VERT
+       Sys_Printf( "Bursh_MoveVertex: %p vertex: %g %g %g delta: %g %g %g end: %g %g %g snap: %s\n", b, vertex[0], vertex[1], vertex[2], delta[0], delta[1], delta[2], end[0], end[1], end[2], bSnap ? "true" : "false" );
+#endif
+
+       result = true;
+       //
+       tmpw.numpoints = 3;
+       tmpw.maxpoints = 3;
+       VectorCopy( vertex, start );
+       VectorAdd( vertex, delta, end );
+       //snap or not?
+       if ( bSnap ) {
+               for ( i = 0; i < 3; i++ )
+                       end[i] = floor( end[i] / g_qeglobals.d_gridsize + 0.1 ) * g_qeglobals.d_gridsize;
+       }
+       //
+       VectorCopy( end, mid );
+       //if the start and end are the same
+       if ( Point_Equal( start, end, 0.3f ) ) {
+               return false;
+       }
+       //the end point may not be the same as another vertex
+       for ( face = b->brush_faces; face; face = face->next )
+       {
+               w = face->face_winding;
+               if ( !w ) {
+                       continue;
+               }
+               for ( i = 0; i < w->numpoints; i++ )
+               {
+                       if ( Point_Equal( w->points[i], end, 0.3f ) ) {
+                               VectorCopy( vertex, end );
+                               return false;
+                       }
+               }
+       }
+       //
+       done = false;
+       while ( !done )
+       {
+               //chop off triangles from all brush faces that use the to be moved vertex
+               //store pointers to these chopped off triangles in movefaces[]
+               nummovefaces = 0;
+               for ( face = b->brush_faces; face; face = face->next )
+               {
+                       w = face->face_winding;
+                       if ( !w ) {
+                               continue;
+                       }
+                       for ( i = 0; i < w->numpoints; i++ )
+                       {
+                               if ( Point_Equal( w->points[i], start, 0.2f ) ) {
+                                       if ( face->face_winding->numpoints <= 3 ) {
+                                               movefacepoints[nummovefaces] = i;
+                                               movefaces[nummovefaces++] = face;
+                                               break;
+                                       }
+                                       dot = DotProduct( end, face->plane.normal ) - face->plane.dist;
+                                       //if the end point is in front of the face plane
+                                       if ( dot > 0.1 ) {
+                                               //fanout triangle subdivision
+                                               for ( k = i; k < i + w->numpoints - 3; k++ )
+                                               {
+                                                       VectorCopy( w->points[i], tmpw.points[0] );
+                                                       VectorCopy( w->points[( k + 1 ) % w->numpoints], tmpw.points[1] );
+                                                       VectorCopy( w->points[( k + 2 ) % w->numpoints], tmpw.points[2] );
+                                                       //
+                                                       newface = Face_Clone( face );
+                                                       //get the original
+                                                       for ( f = face; f->original; f = f->original ) ;
+                                                       newface->original = f;
+                                                       //store the new winding
+                                                       if ( newface->face_winding ) {
+                                                               Winding_Free( newface->face_winding );
+                                                       }
+                                                       newface->face_winding = Winding_Clone( &tmpw );
+                                                       //get the texture information
+                                                       newface->pShader = face->pShader;
+                                                       newface->d_texture = face->d_texture;
+
+                                                       //add the face to the brush
+                                                       newface->next = b->brush_faces;
+                                                       b->brush_faces = newface;
+                                                       //add this new triangle to the move faces
+                                                       movefacepoints[nummovefaces] = 0;
+                                                       movefaces[nummovefaces++] = newface;
+                                               }
+                                               //give the original face a new winding
+                                               VectorCopy( w->points[( i - 2 + w->numpoints ) % w->numpoints], tmpw.points[0] );
+                                               VectorCopy( w->points[( i - 1 + w->numpoints ) % w->numpoints], tmpw.points[1] );
+                                               VectorCopy( w->points[i], tmpw.points[2] );
+                                               Winding_Free( face->face_winding );
+                                               face->face_winding = Winding_Clone( &tmpw );
+                                               //add the original face to the move faces
+                                               movefacepoints[nummovefaces] = 2;
+                                               movefaces[nummovefaces++] = face;
+                                       }
+                                       else
+                                       {
+                                               //chop a triangle off the face
+                                               VectorCopy( w->points[( i - 1 + w->numpoints ) % w->numpoints], tmpw.points[0] );
+                                               VectorCopy( w->points[i], tmpw.points[1] );
+                                               VectorCopy( w->points[( i + 1 ) % w->numpoints], tmpw.points[2] );
+                                               //remove the point from the face winding
+                                               Winding_RemovePoint( w, i );
+                                               //get texture crap right
+                                               Face_SetColor( b, face, 1.0 );
+                                               for ( j = 0; j < w->numpoints; j++ )
+                                                       EmitTextureCoordinates( w->points[j], face->d_texture, face );
+                                               //make a triangle face
+                                               newface = Face_Clone( face );
+                                               //get the original
+                                               for ( f = face; f->original; f = f->original ) ;
+                                               newface->original = f;
+                                               //store the new winding
+                                               if ( newface->face_winding ) {
+                                                       Winding_Free( newface->face_winding );
+                                               }
+                                               newface->face_winding = Winding_Clone( &tmpw );
+                                               //get the texture
+                                               newface->pShader = face->pShader;
+                                               newface->d_texture = newface->pShader->getTexture();
+//                                             newface->d_texture = QERApp_Texture_ForName2( newface->texdef.name );
+                                               //add the face to the brush
+                                               newface->next = b->brush_faces;
+                                               b->brush_faces = newface;
+                                               //
+                                               movefacepoints[nummovefaces] = 1;
+                                               movefaces[nummovefaces++] = newface;
+                                       }
+                                       break;
+                               }
+                       }
+               }
+               //now movefaces contains pointers to triangle faces that
+               //contain the to be moved vertex
+               //
+               done = true;
+               VectorCopy( end, mid );
+               smallestfrac = 1;
+               for ( face = b->brush_faces; face; face = face->next )
+               {
+                       //check if there is a move face that has this face as the original
+                       for ( i = 0; i < nummovefaces; i++ )
+                       {
+                               if ( movefaces[i]->original == face ) {
+                                       break;
+                               }
+                       }
+                       if ( i >= nummovefaces ) {
+                               continue;
+                       }
+                       //check if the original is not a move face itself
+                       for ( j = 0; j < nummovefaces; j++ )
+                       {
+                               if ( face == movefaces[j] ) {
+                                       break;
+                               }
+                       }
+                       //if the original is not a move face itself
+                       if ( j >= nummovefaces ) {
+                               memcpy( &plane, &movefaces[i]->original->plane, sizeof( plane_t ) );
+                       }
+                       else
+                       {
+                               k = movefacepoints[j];
+                               w = movefaces[j]->face_winding;
+                               VectorCopy( w->points[( k + 1 ) % w->numpoints], tmpw.points[0] );
+                               VectorCopy( w->points[( k + 2 ) % w->numpoints], tmpw.points[1] );
+                               //
+                               k = movefacepoints[i];
+                               w = movefaces[i]->face_winding;
+                               VectorCopy( w->points[( k + 1 ) % w->numpoints], tmpw.points[2] );
+                               if ( !Plane_FromPoints( tmpw.points[0], tmpw.points[1], tmpw.points[2], &plane ) ) {
+                                       VectorCopy( w->points[( k + 2 ) % w->numpoints], tmpw.points[2] );
+                                       if ( !Plane_FromPoints( tmpw.points[0], tmpw.points[1], tmpw.points[2], &plane ) ) {
+                                               //this should never happen otherwise the face merge did a crappy job a previous pass
+                                               continue;
+                                       }
+                               }
+                       }
+                       //now we've got the plane to check agains
+                       front = DotProduct( start, plane.normal ) - plane.dist;
+                       back = DotProduct( end, plane.normal ) - plane.dist;
+                       //if the whole move is at one side of the plane
+                       if ( front < 0.01 && back < 0.01 ) {
+                               continue;
+                       }
+                       if ( front > -0.01 && back > -0.01 ) {
+                               continue;
+                       }
+                       //if there's no movement orthogonal to this plane at all
+                       if ( fabs( front - back ) < 0.001 ) {
+                               continue;
+                       }
+                       //ok first only move till the plane is hit
+                       frac = front / ( front - back );
+                       if ( frac < smallestfrac ) {
+                               mid[0] = start[0] + ( end[0] - start[0] ) * frac;
+                               mid[1] = start[1] + ( end[1] - start[1] ) * frac;
+                               mid[2] = start[2] + ( end[2] - start[2] ) * frac;
+                               smallestfrac = frac;
+                       }
+                       //
+                       done = false;
+               }
+
+               //move the vertex
+               for ( i = 0; i < nummovefaces; i++ )
+               {
+                       //move vertex to end position
+                       VectorCopy( mid, movefaces[i]->face_winding->points[movefacepoints[i]] );
+                       //create new face plane
+                       for ( j = 0; j < 3; j++ )
+                       {
+                               VectorCopy( movefaces[i]->face_winding->points[j], movefaces[i]->planepts[j] );
+                       }
+                       Face_MakePlane( movefaces[i] );
+                       if ( VectorLength( movefaces[i]->plane.normal ) < 0.1 ) {
+                               result = false;
+                       }
+               }
+               //if the brush is no longer convex
+               if ( !result || !Brush_Convex( b ) ) {
+                       for ( i = 0; i < nummovefaces; i++ )
+                       {
+                               //move the vertex back to the initial position
+                               VectorCopy( start, movefaces[i]->face_winding->points[movefacepoints[i]] );
+                               //create new face plane
+                               for ( j = 0; j < 3; j++ )
+                               {
+                                       VectorCopy( movefaces[i]->face_winding->points[j], movefaces[i]->planepts[j] );
+                               }
+                               Face_MakePlane( movefaces[i] );
+                       }
+                       result = false;
+                       VectorCopy( start, end );
+                       done = true;
+               }
+               else
+               {
+                       VectorCopy( mid, start );
+               }
+               //get texture crap right
+               for ( i = 0; i < nummovefaces; i++ )
+               {
+                       Face_SetColor( b, movefaces[i], 1.0 );
+                       for ( j = 0; j < movefaces[i]->face_winding->numpoints; j++ )
+                               EmitTextureCoordinates( movefaces[i]->face_winding->points[j], movefaces[i]->d_texture, movefaces[i] );
+               }
+
+               //now try to merge faces with their original faces
+               lastface = NULL;
+               for ( face = b->brush_faces; face; face = nextface )
+               {
+                       nextface = face->next;
+                       if ( !face->original ) {
+                               lastface = face;
+                               continue;
+                       }
+                       if ( !Plane_Equal( &face->plane, &face->original->plane, false ) ) {
+                               lastface = face;
+                               continue;
+                       }
+                       w = Winding_TryMerge( face->face_winding, face->original->face_winding, face->plane.normal, true );
+                       if ( !w ) {
+                               lastface = face;
+                               continue;
+                       }
+                       Winding_Free( face->original->face_winding );
+                       face->original->face_winding = w;
+                       //get texture crap right
+                       Face_SetColor( b, face->original, 1.0 );
+                       for ( j = 0; j < face->original->face_winding->numpoints; j++ )
+                               EmitTextureCoordinates( face->original->face_winding->points[j], face->original->d_texture, face->original );
+                       //remove the face that was merged with the original
+                       if ( lastface ) {
+                               lastface->next = face->next;
+                       }
+                       else{b->brush_faces = face->next; }
+                       Face_Free( face );
+               }
+       }
+       return result;
+}
+
+/*
+   =================
+   Brush_InsertVertexBetween
+   =================
+ */
+int Brush_InsertVertexBetween( brush_t *b, vec3_t p1, vec3_t p2 ){
+       face_t *face;
+       winding_t *w, *neww;
+       vec3_t point;
+       int i, insert;
+
+       if ( Point_Equal( p1, p2, 0.4f ) ) {
+               return false;
+       }
+       VectorAdd( p1, p2, point );
+       VectorScale( point, 0.5f, point );
+       insert = false;
+       //the end point may not be the same as another vertex
+       for ( face = b->brush_faces; face; face = face->next )
+       {
+               w = face->face_winding;
+               if ( !w ) {
+                       continue;
+               }
+               neww = NULL;
+               for ( i = 0; i < w->numpoints; i++ )
+               {
+                       if ( !Point_Equal( w->points[i], p1, 0.1f ) ) {
+                               continue;
+                       }
+                       if ( Point_Equal( w->points[( i + 1 ) % w->numpoints], p2, 0.1f ) ) {
+                               neww = Winding_InsertPoint( w, point, ( i + 1 ) % w->numpoints );
+                               break;
+                       }
+                       else if ( Point_Equal( w->points[( i - 1 + w->numpoints ) % w->numpoints], p2, 0.3f ) ) {
+                               neww = Winding_InsertPoint( w, point, i );
+                               break;
+                       }
+               }
+               if ( neww ) {
+                       Winding_Free( face->face_winding );
+                       face->face_winding = neww;
+                       insert = true;
+               }
+       }
+       return insert;
+}
+
+
+/*
+   =================
+   Brush_ResetFaceOriginals
+   =================
+ */
+void Brush_ResetFaceOriginals( brush_t *b ){
+       face_t *face;
+
+       for ( face = b->brush_faces; face; face = face->next )
+       {
+               face->original = NULL;
+       }
+}
+
+#ifdef ENABLE_GROUPS
+/*
+   ==============
+   Brush_SetEpair
+   sets an epair for the given brush
+   ==============
+ */
+void Brush_SetEpair( brush_t *b, const char *pKey, const char *pValue ){
+       if ( g_qeglobals.m_bBrushPrimitMode ) {
+               if ( b->patchBrush ) {
+                       Patch_SetEpair( b->pPatch, pKey, pValue );
+               }
+               else
+               {
+                       SetKeyValue( b->epairs, pKey, pValue );
+               }
+       }
+       else
+       {
+               Sys_Printf( "Can only set key/values in Brush primitive mode\n" );
+       }
+}
+
+/*
+   =================
+   Brush_GetKeyValue
+   =================
+ */
+const char* Brush_GetKeyValue( brush_t *b, const char *pKey ){
+       if ( g_qeglobals.m_bBrushPrimitMode ) {
+               if ( b->patchBrush ) {
+                       return Patch_GetKeyValue( b->pPatch, pKey );
+               }
+               else
+               {
+                       return ValueForKey( b->epairs, pKey );
+               }
+       }
+       else
+       {
+               Sys_Printf( "Can only set brush/patch key/values in Brush primitive mode\n" );
+       }
+       return "";
+}
+#endif
+/*
+   =================
+   CheckName
+   temporary stuff, detect potential problems when saving the texture name
+   =================
+ */
+void CheckName( face_t *fa, char *pname ){
+       if ( !strlen( fa->texdef.GetName() ) ) {
+#ifdef _DEBUG
+               Sys_Printf( "WARNING: unexpected texdef.name is empty in Brush.cpp CheckName\n" );
+#endif
+               fa->texdef.SetName( SHADER_NOT_FOUND );
+               strcpy( pname, SHADER_NOT_FOUND );
+               return;
+       }
+
+       // some people manage to get long filename textures (with spaces) in their maps
+       if ( strchr( fa->texdef.GetName(), ' ' ) ) {
+               char Msg1[1024];
+
+               sprintf( Msg1, "Can't save texture with spaces in name. Rename %s\nNOTE: This message may popup several times .. once for each buggy face detected.", fa->texdef.GetName() );
+
+               Sys_Printf( "%s\n", Msg1 );
+               gtk_MessageBox( g_pParentWnd->m_pWidget, Msg1, "Error saving map", MB_OK );
+               strcpy( pname, SHADER_NOT_FOUND );
+               return;
+       }
+
+       //++timo FIXME: bug #103494 detection attempt
+       // TODO: clean this detection part when bug will have disappeared
+       if ( fa->texdef.GetName()[0] == '(' ) {
+               const char *text = "Bug #103494 detected, dropping texture. Please report to timo@qeradiant.com if you have a way to reproduce!\nNOTE: this message may popup several times .. once for each buggy face detected.";
+               Sys_Printf( "%s\n", text );
+               gtk_MessageBox( g_pParentWnd->m_pWidget, text, "Error saving map", MB_OK );
+               // need to cleanup this dead face name or we may loop endlessly
+               fa->texdef.SetName( SHADER_NOT_FOUND );
+               strcpy( pname, SHADER_NOT_FOUND );
+               return;
+       }
+       strcpy( pname, fa->texdef.GetName() + 9 ); // remove "textures/"
+}
+
+/*
+   =============
+   Brush_Create
+
+   Create non-textured blocks for entities
+   The brush is NOT linked to any list
+   =============
+ */
+brush_t *Brush_Create( vec3_t mins, vec3_t maxs, texdef_t *texdef ){
+       int i, j;
+       vec3_t pts[4][2];
+       face_t  *f;
+       brush_t *b;
+
+#if DBG_BP
+       // brush primitive mode : convert texdef to brushprimit_texdef ?
+       // most of the time texdef is empty
+       if ( g_qeglobals.m_bBrushPrimitMode ) {
+               // check texdef is empty .. if there are cases it's not we need to write some conversion code
+               if ( texdef->shift[0] != 0 || texdef->shift[1] != 0 || texdef->scale[0] != 0 || texdef->scale[1] != 0 || texdef->rotate != 0 ) {
+                       Sys_Printf( "Warning : non-zero texdef detected in Brush_Create .. need brush primitive conversion\n" );
+               }
+       }
+#endif
+
+       for ( i = 0 ; i < 3 ; i++ )
+       {
+               if ( maxs[i] < mins[i] ) {
+                       Error( "Brush_InitSolid: backwards" );
+               }
+       }
+
+       b = Brush_Alloc();
+
+       pts[0][0][0] = mins[0];
+       pts[0][0][1] = mins[1];
+
+       pts[1][0][0] = mins[0];
+       pts[1][0][1] = maxs[1];
+
+       pts[2][0][0] = maxs[0];
+       pts[2][0][1] = maxs[1];
+
+       pts[3][0][0] = maxs[0];
+       pts[3][0][1] = mins[1];
+
+       for ( i = 0 ; i < 4 ; i++ )
+       {
+               pts[i][0][2] = mins[2];
+               pts[i][1][0] = pts[i][0][0];
+               pts[i][1][1] = pts[i][0][1];
+               pts[i][1][2] = maxs[2];
+       }
+
+       for ( i = 0 ; i < 4 ; i++ )
+       {
+               f = Face_Alloc();
+               f->texdef = *texdef;
+               f->texdef.flags &= ~SURF_KEEP;
+               f->texdef.contents &= ~CONTENTS_KEEP;
+               f->next = b->brush_faces;
+               b->brush_faces = f;
+               j = ( i + 1 ) % 4;
+
+               VectorCopy( pts[j][1], f->planepts[0] );
+               VectorCopy( pts[i][1], f->planepts[1] );
+               VectorCopy( pts[i][0], f->planepts[2] );
+       }
+
+       f = Face_Alloc();
+       f->texdef = *texdef;
+       f->texdef.flags &= ~SURF_KEEP;
+       f->texdef.contents &= ~CONTENTS_KEEP;
+       f->next = b->brush_faces;
+       b->brush_faces = f;
+
+       VectorCopy( pts[0][1], f->planepts[0] );
+       VectorCopy( pts[1][1], f->planepts[1] );
+       VectorCopy( pts[2][1], f->planepts[2] );
+
+       f = Face_Alloc();
+       f->texdef = *texdef;
+       f->texdef.flags &= ~SURF_KEEP;
+       f->texdef.contents &= ~CONTENTS_KEEP;
+       f->next = b->brush_faces;
+       b->brush_faces = f;
+
+       VectorCopy( pts[2][0], f->planepts[0] );
+       VectorCopy( pts[1][0], f->planepts[1] );
+       VectorCopy( pts[0][0], f->planepts[2] );
+
+       return b;
+}
+
+/*
+   =============
+   Brush_CreatePyramid
+
+   Create non-textured pyramid for light entities
+   The brush is NOT linked to any list
+   =============
+ */
+brush_t *Brush_CreatePyramid( vec3_t mins, vec3_t maxs, texdef_t *texdef ){
+       int i;
+
+       //++timo handle new brush primitive ? return here ??
+       return Brush_Create( mins, maxs, texdef );
+
+       for ( i = 0 ; i < 3 ; i++ )
+               if ( maxs[i] < mins[i] ) {
+                       Error( "Brush_InitSolid: backwards" );
+               }
+
+       brush_t* b = Brush_Alloc();
+
+       vec3_t corners[4];
+
+       float fMid = Rad_rint( mins[2] + ( Rad_rint( ( maxs[2] - mins[2] ) / 2 ) ) );
+
+       corners[0][0] = mins[0];
+       corners[0][1] = mins[1];
+       corners[0][2] = fMid;
+
+       corners[1][0] = mins[0];
+       corners[1][1] = maxs[1];
+       corners[1][2] = fMid;
+
+       corners[2][0] = maxs[0];
+       corners[2][1] = maxs[1];
+       corners[2][2] = fMid;
+
+       corners[3][0] = maxs[0];
+       corners[3][1] = mins[1];
+       corners[3][2] = fMid;
+
+       vec3_t top, bottom;
+
+       top[0] = Rad_rint( mins[0] + ( ( maxs[0] - mins[0] ) / 2 ) );
+       top[1] = Rad_rint( mins[1] + ( ( maxs[1] - mins[1] ) / 2 ) );
+       top[2] = Rad_rint( maxs[2] );
+
+       VectorCopy( top, bottom );
+       bottom[2] = mins[2];
+
+       // sides
+       for ( i = 0; i < 4; i++ )
+       {
+               face_t* f = Face_Alloc();
+               f->texdef = *texdef;
+               f->texdef.flags &= ~SURF_KEEP;
+               f->texdef.contents &= ~CONTENTS_KEEP;
+               f->next = b->brush_faces;
+               b->brush_faces = f;
+               int j = ( i + 1 ) % 4;
+
+               VectorCopy( top, f->planepts[0] );
+               VectorCopy( corners[i], f->planepts[1] );
+               VectorCopy( corners[j], f->planepts[2] );
+
+               f = Face_Alloc();
+               f->texdef = *texdef;
+               f->texdef.flags &= ~SURF_KEEP;
+               f->texdef.contents &= ~CONTENTS_KEEP;
+               f->next = b->brush_faces;
+               b->brush_faces = f;
+
+               VectorCopy( bottom, f->planepts[2] );
+               VectorCopy( corners[i], f->planepts[1] );
+               VectorCopy( corners[j], f->planepts[0] );
+       }
+
+       return b;
+}
 
-  ProximalVertex(const SListNode* next)
-    : m_vertices(next)
-  {
-  }
 
-  bool operator<(const ProximalVertex& other) const
-  {
-    if(!(operator==(other)))
+
+
+/*
+   =============
+   Brush_MakeSided
+
+   Makes the current brush have the given number of 2d sides
+   =============
+ */
+void Brush_MakeSided( int sides ){
+       int i, axis = 0;
+       vec3_t mins, maxs;
+       brush_t *b;
+       texdef_t    *texdef;
+       face_t  *f;
+       vec3_t mid;
+       float width;
+       float sv, cv;
+
+       if ( sides < 3 ) {
+               Sys_Status( "Bad sides number", 0 );
+               return;
+       }
+
+       if ( sides >= MAX_POINTS_ON_WINDING - 4 ) {
+               Sys_Printf( "too many sides.\n" );
+               return;
+       }
+
+       if ( !QE_SingleBrush() ) {
+               Sys_Status( "Must have a single brush selected", 0 );
+               return;
+       }
+
+       b = selected_brushes.next;
+       VectorCopy( b->mins, mins );
+       VectorCopy( b->maxs, maxs );
+       texdef = &g_qeglobals.d_texturewin.texdef;
+
+       Brush_Free( b );
+
+       if ( g_pParentWnd->ActiveXY() ) {
+               switch ( g_pParentWnd->ActiveXY()->GetViewType() )
+               {
+               case XY: axis = 2; break;
+               case XZ: axis = 1; break;
+               case YZ: axis = 0; break;
+               }
+       }
+       else
+       {
+               axis = 2;
+       }
+
+       // find center of brush
+       width = 8;
+       for ( i = 0; i < 3; i++ )
+       {
+               mid[i] = ( maxs[i] + mins[i] ) * 0.5;
+               if ( i == axis ) {
+                       continue;
+               }
+               if ( ( maxs[i] - mins[i] ) * 0.5 > width ) {
+                       width = ( maxs[i] - mins[i] ) * 0.5;
+               }
+       }
+
+       b = Brush_Alloc();
+
+       // create top face
+       f = Face_Alloc();
+       f->texdef = *texdef;
+       f->next = b->brush_faces;
+       b->brush_faces = f;
+
+       f->planepts[2][( axis + 1 ) % 3] = mins[( axis + 1 ) % 3]; f->planepts[2][( axis + 2 ) % 3] = mins[( axis + 2 ) % 3]; f->planepts[2][axis] = maxs[axis];
+       f->planepts[1][( axis + 1 ) % 3] = maxs[( axis + 1 ) % 3]; f->planepts[1][( axis + 2 ) % 3] = mins[( axis + 2 ) % 3]; f->planepts[1][axis] = maxs[axis];
+       f->planepts[0][( axis + 1 ) % 3] = maxs[( axis + 1 ) % 3]; f->planepts[0][( axis + 2 ) % 3] = maxs[( axis + 2 ) % 3]; f->planepts[0][axis] = maxs[axis];
+
+       // create bottom face
+       f = Face_Alloc();
+       f->texdef = *texdef;
+       f->next = b->brush_faces;
+       b->brush_faces = f;
+
+       f->planepts[0][( axis + 1 ) % 3] = mins[( axis + 1 ) % 3]; f->planepts[0][( axis + 2 ) % 3] = mins[( axis + 2 ) % 3]; f->planepts[0][axis] = mins[axis];
+       f->planepts[1][( axis + 1 ) % 3] = maxs[( axis + 1 ) % 3]; f->planepts[1][( axis + 2 ) % 3] = mins[( axis + 2 ) % 3]; f->planepts[1][axis] = mins[axis];
+       f->planepts[2][( axis + 1 ) % 3] = maxs[( axis + 1 ) % 3]; f->planepts[2][( axis + 2 ) % 3] = maxs[( axis + 2 ) % 3]; f->planepts[2][axis] = mins[axis];
+
+       for ( i = 0 ; i < sides ; i++ )
+       {
+               f = Face_Alloc();
+               f->texdef = *texdef;
+               f->next = b->brush_faces;
+               b->brush_faces = f;
+
+               sv = sin( i * 3.14159265 * 2 / sides );
+               cv = cos( i * 3.14159265 * 2 / sides );
+
+               f->planepts[0][( axis + 1 ) % 3] = floor( mid[( axis + 1 ) % 3] + width * cv + 0.5 );
+               f->planepts[0][( axis + 2 ) % 3] = floor( mid[( axis + 2 ) % 3] + width * sv + 0.5 );
+               f->planepts[0][axis] = mins[axis];
+
+               f->planepts[1][( axis + 1 ) % 3] = f->planepts[0][( axis + 1 ) % 3];
+               f->planepts[1][( axis + 2 ) % 3] = f->planepts[0][( axis + 2 ) % 3];
+               f->planepts[1][axis] = maxs[axis];
+
+               f->planepts[2][( axis + 1 ) % 3] = floor( f->planepts[0][( axis + 1 ) % 3] - width * sv + 0.5 );
+               f->planepts[2][( axis + 2 ) % 3] = floor( f->planepts[0][( axis + 2 ) % 3] + width * cv + 0.5 );
+               f->planepts[2][axis] = maxs[axis];
+       }
+
+       Brush_AddToList( b, &selected_brushes );
+
+       Entity_LinkBrush( world_entity, b );
+
+       Brush_Build( b );
+
+       Sys_UpdateWindows( W_ALL );
+}
+
+
+
+/*
+   =============
+   Brush_Free
+
+   Frees the brush with all of its faces and display list.
+   Unlinks the brush from whichever chain it is in.
+   Decrements the owner entity's brushcount.
+   Removes owner entity if this was the last brush
+   unless owner is the world.
+   Removes from groups
+   =============
+ */
+void Brush_Free( brush_t *b, bool bRemoveNode ){
+       face_t  *f, *next;
+       epair_t *ep, *enext;
+
+       // remove from group
+       if ( bRemoveNode ) {
+               Group_RemoveBrush( b );
+       }
+
+       // free the patch if it's there
+       if ( b->patchBrush ) {
+               Patch_Delete( b->pPatch );
+       }
+
+       // free faces
+       for ( f = b->brush_faces ; f ; f = next )
+       {
+               next = f->next;
+               Face_Free( f );
+       }
+
+       // TTimo : free brush epairs
+       for ( ep = b->epairs ; ep ; ep = enext )
+       {
+               enext = ep->next;
+               free( ep->key );
+               free( ep->value );
+               free( ep );
+       }
+
+       // unlink from active/selected list
+       if ( b->next ) {
+               Brush_RemoveFromList( b );
+       }
+
+       // unlink from entity list
+       if ( b->onext ) {
+               Entity_UnlinkBrush( b );
+       }
+
+       free( b );
+}
+
+/*
+   =============
+   Face_MemorySize
+   =============
+ */
+int Face_MemorySize( face_t *f ){
+       int size = 0;
+
+       if ( f->face_winding ) {
+//    size += _msize(f->face_winding);
+               size += sizeof( vec3_t ) * f->face_winding->numpoints + 2 * sizeof( int );
+       }
+//  size += _msize(f);
+       size += sizeof( face_t );
+       return size;
+}
+
+/*
+   =============
+   Brush_MemorySize
+   =============
+ */
+int Brush_MemorySize( brush_t *b ){
+       face_t  *f;
+       epair_t *ep;
+       int size = 0;
+
+       //
+       if ( b->patchBrush ) {
+               size += Patch_MemorySize( b->pPatch );
+       }
+       //
+       for ( f = b->brush_faces; f; f = f->next )
+       {
+               size += Face_MemorySize( f );
+       }
+       //
+       for ( ep = b->epairs; ep; ep = ep->next )
+       {
+//             size += _msize(ep->key);
+               size += strlen( ep->key );
+//             size += _msize(ep->value);
+               size += strlen( ep->value );
+//             size += _msize(ep);
+               size += sizeof( epair_t );
+       }
+//     size += _msize(b);
+       size += sizeof( brush_t );
+       return size;
+}
+
+
+/*
+   ============
+   Brush_Clone
+
+   Does NOT add the new brush to any lists
+   ============
+ */
+brush_t *Brush_Clone( brush_t *b ){
+       brush_t *n = NULL;
+       face_t  *f, *nf;
+
+       if ( b->patchBrush ) {
+               patchMesh_t *p = Patch_Duplicate( b->pPatch );
+               Brush_RemoveFromList( p->pSymbiot );
+               Entity_UnlinkBrush( p->pSymbiot );
+               n = p->pSymbiot;
+       }
+       else
+       {
+               n = Brush_Alloc();
+               n->numberId = g_nBrushId++;
+               n->owner = b->owner;
+               for ( f = b->brush_faces ; f ; f = f->next )
+               {
+                       nf = Face_Clone( f );
+                       nf->next = n->brush_faces;
+                       n->brush_faces = nf;
+               }
+       }
+
+       return n;
+}
+
+/*
+   ============
+   Brush_Clone
+
+   Does NOT add the new brush to any lists
+   ============
+ */
+brush_t *Brush_FullClone( brush_t *b ){
+       brush_t *n = NULL;
+       face_t *f, *nf, *f2, *nf2;
+       int j;
+
+       if ( b->patchBrush ) {
+               patchMesh_t *p = Patch_Duplicate( b->pPatch );
+               Brush_RemoveFromList( p->pSymbiot );
+               Entity_UnlinkBrush( p->pSymbiot );
+               n = p->pSymbiot;
+               n->owner = b->owner;
+               Brush_Build( n );
+       }
+       else
+       {
+               n = Brush_Alloc();
+               n->numberId = g_nBrushId++;
+               n->owner = b->owner;
+               VectorCopy( b->mins, n->mins );
+               VectorCopy( b->maxs, n->maxs );
+               //
+               for ( f = b->brush_faces; f; f = f->next )
+               {
+                       if ( f->original ) {
+                               continue;
+                       }
+                       nf = Face_FullClone( f );
+                       nf->next = n->brush_faces;
+                       n->brush_faces = nf;
+                       //copy all faces that have the original set to this face
+                       for ( f2 = b->brush_faces; f2; f2 = f2->next )
+                       {
+                               if ( f2->original == f ) {
+                                       nf2 = Face_FullClone( f2 );
+                                       nf2->next = n->brush_faces;
+                                       n->brush_faces = nf2;
+                                       //set original
+                                       nf2->original = nf;
+                               }
+                       }
+               }
+               for ( nf = n->brush_faces; nf; nf = nf->next )
+               {
+                       Face_SetColor( n, nf, 1.0 );
+                       if ( nf->face_winding ) {
+                               if ( g_qeglobals.m_bBrushPrimitMode ) {
+                                       EmitBrushPrimitTextureCoordinates( nf,nf->face_winding );
+                               }
+                               else
+                               {
+                                       for ( j = 0; j < nf->face_winding->numpoints; j++ )
+                                               EmitTextureCoordinates( nf->face_winding->points[j], nf->d_texture, nf );
+                               }
+                       }
+               }
+       }
+       return n;
+}
+
+// FIXME - spog - finish this later..
+/*
+   bool Triangle_Ray(vec3_t origin, vec3_t dir, vec3_t p1, vec3_t p2, vec3_t p3)
+   {
+   int i;
+   vec3_t v1, v2, normal[3];
+   float d;
+
+   //Sys_Printf("p1: %f %f %f\n",p1[0],p1[1],p1[2]);
+   //Sys_Printf("p2: %f %f %f\n",p2[0],p2[1],p2[2]);
+   //Sys_Printf("p3: %f %f %f\n",p3[0],p3[1],p3[2]);
+   //Sys_Printf("origin: %f %f %f\n",origin[0],origin[1],origin[2]);
+
+   // test ray against triangle
+   // get triangle plane normal
+   //VectorSubtract(p1, p2, v1);
+   //VectorSubtract(p1, p3, v2);
+   //CrossProduct(v1, v2, v1);
+   // check normal against direction
+   //if (DotProduct(dir, v1) >= 0)
+   //{
+       // generate cone normals
+       VectorSubtract(origin, p1, v1);
+       VectorSubtract(origin, p2, v2);
+       CrossProduct(v1, v2, normal[0]);
+       VectorSubtract(origin, p2, v1);
+       VectorSubtract(origin, p3, v2);
+       CrossProduct(v1, v2, normal[1]);
+       VectorSubtract(origin, p3, v1);
+       VectorSubtract(origin, p1, v2);
+       CrossProduct(v1, v2, normal[2]);
+   //}
+   //else
+   //{
+       // flip normals if triangle faces away
+   //  Sys_Printf("flipped\n");
+   //  VectorSubtract(origin, p1, v1);
+   //  VectorSubtract(origin, p3, v2);
+   //  CrossProduct(v1, v2, normal[0]);
+   //  VectorSubtract(origin, p3, v1);
+   //  VectorSubtract(origin, p2, v2);
+   //  CrossProduct(v1, v2, normal[1]);
+   //  VectorSubtract(origin, p2, v1);
+   //  VectorSubtract(origin, p1, v2);
+   //  CrossProduct(v1, v2, normal[2]);
+   //}
+
+   for (i=0; i<3; i++)
+   {
+       VectorNormalize(normal[i]);
+       //Sys_Printf("direction: %f %f %f\n",dir[0],dir[1],dir[2]);
+       //Sys_Printf("normal: %f %f %f\n",normal[i][0],normal[i][1],normal[i][2]);
+       d = DotProduct(dir, normal[i]);
+       //Sys_Printf("dotproduct: %f\n",d);
+       if (d < 0)
+           return false;
+   }
+   return true;
+   }
+ */
+
+/*
+   extern int Triangle_Ray(float orig[3], float dir[3], bool bCullBack,
+                 float vert0[3], float vert1[3], float vert2[3],
+                 double *t, double *u, double *v);
+
+   bool Model_Ray(brush_t *b, vec3_t origin, vec3_t dir, double *t, double *u, double *v)
+   {
+   bool bIntersect = false;
+   float tBest = FLT_MAX;
+   int i, j;
+   vec3_t xyz[3];
+   vec3_t vRay[2];
+
+   float angle = FloatForKey (b->owner, "angle"); // FIXME: should be set when this entity key is set
+
+   VectorSubtract (origin, b->owner->origin, vRay[0]);
+   VectorCopy (dir, vRay[1]);
+
+   if (angle > 0)
+   {
+    int i;
+    float s, c;
+    float x, y;
+
+    s = sin (-angle/180*Q_PI);
+    c = cos (-angle/180*Q_PI);
+
+    for (i=0; i<2; i++)
     {
-      return m_vertices < other.m_vertices;
+      x = vRay[i][0];
+      y = vRay[i][1];
+      vRay[i][0] = (x * c) - (y * s);
+      vRay[i][1] = (x * s) + (y * c);
     }
-    return false;
-  }
-  bool operator==(const ProximalVertex& other) const
-  {
-    const SListNode* v = m_vertices;
-    std::size_t DEBUG_LOOP = 0;
-    do
+   }
+
+   entitymodel *model = b->owner->md3Class->model;
+
+   while (model != NULL)
+   {
+    for (i = 0; i < model->nTriCount; i++)
     {
-      if(v == other.m_vertices)
-        return true;
-      v = v->m_next;
-      //ASSERT_MESSAGE(DEBUG_LOOP < c_brush_maxFaces, "infinite loop");
-      if(!(DEBUG_LOOP < c_brush_maxFaces))
+      for (j = 0; j < 3; j++)
+        VectorCopy(model->pVertList[model->pTriList[i].indexes[j]].v, xyz[j]);
+
+      if (Triangle_Ray(vRay[0], vRay[1], true, xyz[0], xyz[2], xyz[1], t, u, v))
       {
-        break;
+        bIntersect = true;
+        if (*t < tBest)
+          tBest = *t;
       }
-      ++DEBUG_LOOP;
     }
-    while(v != m_vertices);
+    model = model->pNext;
+   }
+   if (bIntersect)
+   {
+   *t = tBest;
+    return true;
+   }
+   else
+   {
+   *t = 0;
     return false;
-  }
-};
+   }
+   }
+ */
 
-typedef Array<SListNode> ProximalVertexArray;
-std::size_t ProximalVertexArray_index(const ProximalVertexArray& array, const ProximalVertex& vertex)
-{
-  return vertex.m_vertices - array.data();
+/*
+   ==============
+   Brush_Ray
+
+   Itersects a ray with a brush
+   Returns the face hit and the distance along the ray the intersection occured at
+   Returns NULL and 0 if not hit at all
+   ==============
+ */
+extern bool Patch_Ray( patchMesh_t *patch, vec3_t origin, vec3_t dir, double *t, double *u, double *v );
+face_t *Brush_Ray( vec3_t origin, vec3_t dir, brush_t *b, float *dist, int nFlags ){
+       face_t  *f, *firstface = NULL;
+       vec3_t p1, p2;
+       float frac, d1, d2;
+       int i;
+
+       if ( b->owner->eclass->fixedsize
+                && b->owner->model.pSelect
+                && !( !IsBrushSelected( b ) && ( g_PrefsDlg.m_nEntityShowState & ENTITY_SELECTED_ONLY ) )
+                && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX ) {
+               ray_t ray_local;
+               vec_t dist_local = FLT_MAX;
+               ray_construct_for_vec3( &ray_local, origin, dir );
+               if ( b->owner->model.pSelect->TestRay( &ray_local, &dist_local ) ) {
+                       *dist = dist_local;
+                       return b->brush_faces;
+               }
+               else
+               {
+                       *dist = 0.0f;
+                       return NULL;
+               }
+       }
+
+       VectorCopy( origin, p1 );
+       for ( i = 0 ; i < 3 ; i++ )
+               p2[i] = p1[i] + dir[i] * 2 * g_MaxWorldCoord;
+
+       for ( f = b->brush_faces ; f ; f = f->next )
+       {
+               d1 = DotProduct( p1, f->plane.normal ) - f->plane.dist;
+               d2 = DotProduct( p2, f->plane.normal ) - f->plane.dist;
+               if ( d1 >= 0 && d2 >= 0 ) {
+                       *dist = 0;
+                       return NULL;    // ray is on front side of face
+               }
+               if ( d1 <= 0 && d2 <= 0 ) {
+                       continue;
+               }
+               // clip the ray to the plane
+               frac = d1 / ( d1 - d2 );
+               if ( d1 > 0 ) {
+                       firstface = f;
+                       for ( i = 0 ; i < 3 ; i++ )
+                               p1[i] = p1[i] + frac * ( p2[i] - p1[i] );
+               }
+               else
+               {
+                       for ( i = 0 ; i < 3 ; i++ )
+                               p2[i] = p1[i] + frac * ( p2[i] - p1[i] );
+               }
+       }
+
+       // find distance p1 is along dir
+       VectorSubtract( p1, origin, p1 );
+       d1 = DotProduct( p1, dir );
+
+       *dist = d1;
+
+       // new test stuff for patches
+       if ( !g_PrefsDlg.m_bPatchBBoxSelect && b->patchBrush ) {
+               double t, u, v; // t is the distance from origin to point-of-intersection.. er.. i don't know what u and v are
+               if ( !Patch_Ray( b->pPatch, origin, dir, &t, &u, &v ) ) {
+                       *dist = 0;
+                       return NULL;
+               }
+               else
+               {
+                       *dist = (float)t;
+                       //Sys_Printf("t: %f, u: %f, v: %f\n", t, u, v);
+               }
+       }
+
+       // IMPORTANT NOTE:
+       // modifications to the discarding code here should be matched in the selection code
+       // see Brush_Draw
+
+       // do some last minute filtering
+       if ( firstface && nFlags & SF_CAMERA ) {
+               if ( g_qeglobals.d_savedinfo.exclude & EXCLUDE_CAULK ) {
+                       if ( strstr( firstface->texdef.GetName(), "caulk" ) ) {
+                               *dist = 0;
+                               return NULL;
+                       }
+               }
+               if ( g_qeglobals.d_savedinfo.exclude & EXCLUDE_BOTCLIP ) {
+                       if ( strstr( firstface->texdef.GetName(), "botclip" ) || strstr( firstface->texdef.GetName(), "clipmonster" ) ) {
+                               *dist = 0;
+                               return NULL;
+                       }
+               }
+               if ( g_qeglobals.d_savedinfo.exclude & EXCLUDE_CLIP ) {
+                       if ( strstr( firstface->texdef.GetName(), "clip" ) ) {
+                               *dist = 0;
+                               return NULL;
+                       }
+               }
+       }
+
+       return firstface;
 }
 
+//PGM
+face_t *Brush_Point( vec3_t origin, brush_t *b ){
+       face_t  *f;
+       float d1;
 
+       for ( f = b->brush_faces ; f ; f = f->next )
+       {
+               d1 = DotProduct( origin, f->plane.normal ) - f->plane.dist;
+               if ( d1 > 0 ) {
+                       return NULL;    // point is on front side of face
+               }
+       }
 
-inline bool Brush_isBounded(const Brush& brush)
-{
-  for(Brush::const_iterator i = brush.begin(); i != brush.end(); ++i)
-  {
-    if(!(*i)->is_bounded())
-    {
-      return false;
-    }
-  }
-  return true;
+       return b->brush_faces;
+}
+//PGM
+
+
+void    Brush_AddToList( brush_t *b, brush_t *blist ){
+       if ( b->next || b->prev ) {
+               Error( "Brush_AddToList: already linked" );
+       }
+
+       if ( blist == &selected_brushes || blist == &active_brushes ) {
+               if ( b->patchBrush && blist == &selected_brushes ) {
+                       Patch_Select( b->pPatch );
+               }
+       }
+       b->next = blist->next;
+       blist->next->prev = b;
+       blist->next = b;
+       b->prev = blist;
+
+       // TTimo messaging
+       DispatchRadiantMsg( RADIANT_SELECTION );
 }
 
-void Brush::buildBRep()
-{
-  bool degenerate = buildWindings();
+void    Brush_RemoveFromList( brush_t *b ){
+       if ( !b->next || !b->prev ) {
+               Error( "Brush_RemoveFromList: not linked" );
+       }
+
+       if ( b->patchBrush ) {
+               Patch_Deselect( b->pPatch );
+       }
+       b->next->prev = b->prev;
+       b->prev->next = b->next;
+       b->next = b->prev = NULL;
+}
 
-  std::size_t faces_size = 0;
-  std::size_t faceVerticesCount = 0;
-  for(Faces::const_iterator i = m_faces.begin(); i != m_faces.end(); ++i)
-  {
-    if((*i)->contributes())
-    {
-      ++faces_size;
-    }
-    faceVerticesCount += (*i)->getWinding().numpoints;
-  }
+/*
+   ===============
+   SetFaceTexdef
+
+   Doesn't set the curve flags
+
+   NOTE : ( TTimo )
+    never trust f->d_texture here, f->texdef and f->d_texture are out of sync when called by Brush_SetTexture
+    use Texture_ForName() to find the right shader
+    FIXME : send the right shader ( qtexture_t * ) in the parameters ?
+
+   TTimo: surface plugin, added an IPluginTexdef* parameter
+        if not NULL, get ->Copy() of it into the face ( and remember to hook )
+        if NULL, ask for a default
+
+   TTimo - shader code cleanup
+   added IShader* parameter
+   ===============
+ */
+void SetFaceTexdef2( brush_t *b, face_t *f, IShader *pShader, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef* pPlugTexdef ) {
+       int oldFlags;
+       int oldContents;
+       face_t  *tf;
+
+       oldFlags = f->texdef.flags;
+       oldContents = f->texdef.contents;
+       if ( g_qeglobals.m_bBrushPrimitMode ) {
+               f->texdef = *texdef;
+               ConvertTexMatWithQTexture( brushprimit_texdef, NULL, &f->brushprimit_texdef, QERApp_Shader_ForName( f->texdef.GetName() )->getTexture() );
+       }
+       else
+       if ( bFitScale ) {
+               f->texdef = *texdef;
+               // fit the scaling of the texture on the actual plane
+               vec3_t p1,p2,p3;     // absolute coordinates
+               // compute absolute coordinates
+               ComputeAbsolute( f,p1,p2,p3 );
+               // compute the scale
+               vec3_t vx,vy;
+               VectorSubtract( p2,p1,vx );
+               VectorNormalize( vx, vx );
+               VectorSubtract( p3,p1,vy );
+               VectorNormalize( vy, vy );
+               // assign scale
+               VectorScale( vx,texdef->scale[0],vx );
+               VectorScale( vy,texdef->scale[1],vy );
+               VectorAdd( p1,vx,p2 );
+               VectorAdd( p1,vy,p3 );
+               // compute back shift scale rot
+               AbsoluteToLocal( f->plane,f,p1,p2,p3 );
+       }
+       else{
+               f->texdef = *texdef;
+       }
+       f->texdef.flags = ( f->texdef.flags & ~SURF_KEEP ) | ( oldFlags & SURF_KEEP );
+       f->texdef.contents = ( f->texdef.contents & ~CONTENTS_KEEP ) | ( oldContents & CONTENTS_KEEP );
+
+       // if this is a curve face, set all other curve faces to the same texdef
+       if ( f->texdef.flags & SURF_CURVE ) {
+               for ( tf = b->brush_faces ; tf ; tf = tf->next )
+               {
+                       if ( tf->texdef.flags & SURF_CURVE ) {
+                               tf->texdef = f->texdef;
+                       }
+               }
+       }
+}
 
-  if(degenerate || faces_size < 4 || faceVerticesCount != (faceVerticesCount>>1)<<1) // sum of vertices for each face of a valid polyhedron is always even
-  {
-    m_uniqueVertexPoints.resize(0);
+/*
+   ===============
+   SetFaceTexdef
+
+   Doesn't set the curve flags
+
+   NOTE : ( TTimo )
+    never trust f->d_texture here, f->texdef and f->d_texture are out of sync when called by Brush_SetTexture
+    use Texture_ForName() to find the right shader
+    FIXME : send the right shader ( qtexture_t * ) in the parameters ?
+
+   TTimo: surface plugin, added an IPluginTexdef* parameter
+        if not NULL, get ->Copy() of it into the face ( and remember to hook )
+        if NULL, ask for a default
+   ===============
+ */
+void SetFaceTexdef( face_t *f, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef* pPlugTexdef ) {
+       int oldFlags;
+       int oldContents;
+
+       oldFlags = f->texdef.flags;
+       oldContents = f->texdef.contents;
+
+       if ( strcmp( f->texdef.GetName(), texdef->GetName() ) != 0 ) { // set shader here instead of Brush_Build
+               Face_SetShader( f, texdef->GetName() );
+       }
+
+       if ( g_qeglobals.m_bBrushPrimitMode ) {
+               f->texdef = *texdef;
+               ConvertTexMatWithQTexture( brushprimit_texdef, NULL, &f->brushprimit_texdef, QERApp_Shader_ForName( f->texdef.GetName() )->getTexture() );
+       }
+       else
+       {
+               if ( bFitScale ) {
+                       f->texdef = *texdef;
+                       // fit the scaling of the texture on the actual plane
+                       vec3_t p1,p2,p3; // absolute coordinates
+                       // compute absolute coordinates
+                       ComputeAbsolute( f,p1,p2,p3 );
+                       // compute the scale
+                       vec3_t vx,vy;
+                       VectorSubtract( p2,p1,vx );
+                       VectorNormalize( vx, vx );
+                       VectorSubtract( p3,p1,vy );
+                       VectorNormalize( vy, vy );
+                       // assign scale
+                       VectorScale( vx,texdef->scale[0],vx );
+                       VectorScale( vy,texdef->scale[1],vy );
+                       VectorAdd( p1,vx,p2 );
+                       VectorAdd( p1,vy,p3 );
+                       // compute back shift scale rot
+                       AbsoluteToLocal( f->plane,f,p1,p2,p3 );
+               }
+               else
+               {
+                       f->texdef = *texdef;
+               }
+       }
+       f->texdef.flags = ( f->texdef.flags & ~SURF_KEEP ) | ( oldFlags & SURF_KEEP );
+       f->texdef.contents = ( f->texdef.contents & ~CONTENTS_KEEP ) | ( oldContents & CONTENTS_KEEP );
+}
 
-    vertex_clear();
-    edge_clear();
+#ifdef _DEBUG
+void Brush_SetTexture2( brush_t *b, IShader *pShader, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef* pTexdef ){
+       for ( face_t* f = b->brush_faces ; f ; f = f->next )
+               SetFaceTexdef2( b, f, pShader, texdef, brushprimit_texdef, bFitScale, pTexdef );
+       Brush_Build( b );
+       if ( b->patchBrush ) {
+               Patch_SetTexture( b->pPatch, texdef, pTexdef );
+               b->bFiltered = FilterBrush( b );
+       }
+}
+#endif
 
-    m_edge_indices.resize(0);
-    m_edge_faces.resize(0);
+void Brush_SetTexture( brush_t *b, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef* pTexdef ){
+       for ( face_t* f = b->brush_faces ; f ; f = f->next )
+               SetFaceTexdef( f, texdef, brushprimit_texdef, bFitScale, pTexdef );
+       Brush_Build( b );
+       if ( b->patchBrush ) {
+               Patch_SetTexture( b->pPatch, texdef, pTexdef );
+               b->bFiltered = FilterBrush( b );
+       }
+}
 
-    m_faceCentroidPoints.resize(0);
-    m_uniqueEdgePoints.resize(0);
-    m_uniqueVertexPoints.resize(0);
 
-    for(Faces::iterator i = m_faces.begin(); i != m_faces.end(); ++i)
-    {
-      (*i)->getWinding().resize(0);
-    }
-  }
-  else
-  {
-    {
-      typedef std::vector<FaceVertexId> FaceVertices;
-      FaceVertices faceVertices;
-      faceVertices.reserve(faceVerticesCount);
+qboolean ClipLineToFace( vec3_t p1, vec3_t p2, face_t *f ){
+       float d1, d2, fr;
+       int i;
+       float   *v;
 
-      {
-        for(std::size_t i = 0; i != m_faces.size(); ++i)
-        {
-          for(std::size_t j = 0; j < m_faces[i]->getWinding().numpoints; ++j)
-          {
-            faceVertices.push_back(FaceVertexId(i, j));
-          }
-        }
-      }
+       d1 = DotProduct( p1, f->plane.normal ) - f->plane.dist;
+       d2 = DotProduct( p2, f->plane.normal ) - f->plane.dist;
 
-      IndexBuffer uniqueEdgeIndices;
-      typedef VertexBuffer<ProximalVertex> UniqueEdges;
-      UniqueEdges uniqueEdges;
+       if ( d1 >= 0 && d2 >= 0 ) {
+               return false;       // totally outside
+       }
+       if ( d1 <= 0 && d2 <= 0 ) {
+               return true;        // totally inside
 
-      uniqueEdgeIndices.reserve(faceVertices.size());
-      uniqueEdges.reserve(faceVertices.size());
+       }
+       fr = d1 / ( d1 - d2 );
 
-      {
-        ProximalVertexArray edgePairs;
-        edgePairs.resize(faceVertices.size());
-
-        {
-          for(std::size_t i=0; i<faceVertices.size(); ++i)
-          {
-            edgePairs[i].m_next = edgePairs.data() + absoluteIndex(next_edge(m_faces, faceVertices[i]));
-          }
-        }
-
-        {
-          UniqueVertexBuffer<ProximalVertex> inserter(uniqueEdges);
-          for(ProximalVertexArray::iterator i = edgePairs.begin(); i != edgePairs.end(); ++i)
-          {
-            uniqueEdgeIndices.insert(inserter.insert(ProximalVertex(&(*i))));
-          }
-        }
-
-        {
-          edge_clear();
-          m_select_edges.reserve(uniqueEdges.size());
-          for(UniqueEdges::iterator i = uniqueEdges.begin(); i != uniqueEdges.end(); ++i)
-          {
-            edge_push_back(faceVertices[ProximalVertexArray_index(edgePairs, *i)]);
-          }
-        }
-
-        {
-          m_edge_faces.resize(uniqueEdges.size());
-          for(std::size_t i=0; i<uniqueEdges.size(); ++i)
-          {
-            FaceVertexId faceVertex = faceVertices[ProximalVertexArray_index(edgePairs, uniqueEdges[i])];
-            m_edge_faces[i] = EdgeFaces(faceVertex.getFace(), m_faces[faceVertex.getFace()]->getWinding()[faceVertex.getVertex()].adjacent);
-          }
-        }
-
-        {
-          m_uniqueEdgePoints.resize(uniqueEdges.size());
-          for(std::size_t i=0; i<uniqueEdges.size(); ++i)
-          {
-            FaceVertexId faceVertex = faceVertices[ProximalVertexArray_index(edgePairs, uniqueEdges[i])];
-
-            const Winding& w = m_faces[faceVertex.getFace()]->getWinding();
-            Vector3 edge = vector3_mid(w[faceVertex.getVertex()].vertex, w[Winding_next(w, faceVertex.getVertex())].vertex);
-            m_uniqueEdgePoints[i] = pointvertex_for_windingpoint(edge, colour_vertex);
-          }
-        }
+       if ( d1 > 0 ) {
+               v = p1;
+       }
+       else{
+               v = p2;
+       }
 
-      }
-    
+       for ( i = 0 ; i < 3 ; i++ )
+               v[i] = p1[i] + fr * ( p2[i] - p1[i] );
 
-      IndexBuffer uniqueVertexIndices;
-      typedef VertexBuffer<ProximalVertex> UniqueVertices;
-      UniqueVertices uniqueVertices;
+       return true;
+}
 
-      uniqueVertexIndices.reserve(faceVertices.size());
-      uniqueVertices.reserve(faceVertices.size());
 
-      {
-        ProximalVertexArray vertexRings;
-        vertexRings.resize(faceVertices.size());
-
-        {
-          for(std::size_t i=0; i<faceVertices.size(); ++i)
-          {
-            vertexRings[i].m_next = vertexRings.data() + absoluteIndex(next_vertex(m_faces, faceVertices[i]));
-          }
-        }
-
-        {
-          UniqueVertexBuffer<ProximalVertex> inserter(uniqueVertices);
-          for(ProximalVertexArray::iterator i = vertexRings.begin(); i != vertexRings.end(); ++i)
-          {
-            uniqueVertexIndices.insert(inserter.insert(ProximalVertex(&(*i))));
-          }
-        }
-
-        {
-          vertex_clear();
-          m_select_vertices.reserve(uniqueVertices.size());  
-          for(UniqueVertices::iterator i = uniqueVertices.begin(); i != uniqueVertices.end(); ++i)
-          {
-            vertex_push_back(faceVertices[ProximalVertexArray_index(vertexRings, (*i))]);
-          }
-        }
-
-        {
-          m_uniqueVertexPoints.resize(uniqueVertices.size());
-          for(std::size_t i=0; i<uniqueVertices.size(); ++i)
-          {
-            FaceVertexId faceVertex = faceVertices[ProximalVertexArray_index(vertexRings, uniqueVertices[i])];
-
-            const Winding& winding = m_faces[faceVertex.getFace()]->getWinding();
-            m_uniqueVertexPoints[i] = pointvertex_for_windingpoint(winding[faceVertex.getVertex()].vertex, colour_vertex);
-          }
-        }
-      }
+int AddPlanept( float *f ){
+       int i;
 
-      if((uniqueVertices.size() + faces_size) - uniqueEdges.size() != 2)
-      {
-        globalErrorStream() << "Final B-Rep: inconsistent vertex count\n";
-      }
+       for ( i = 0 ; i < g_qeglobals.d_num_move_points ; i++ )
+               if ( g_qeglobals.d_move_points[i] == f ) {
+                       return 0;
+               }
+       g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = f;
+       return 1;
+}
 
-#if BRUSH_CONNECTIVITY_DEBUG
-      if((uniqueVertices.size() + faces_size) - uniqueEdges.size() != 2)
-      {
-        for(Faces::iterator i = m_faces.begin(); i != m_faces.end(); ++i)
-        {
-          std::size_t faceIndex = std::distance(m_faces.begin(), i);
+/*
+   ==============
+   Brush_SelectFaceForDragging
+
+   Adds the faces planepts to move_points, and
+   rotates and adds the planepts of adjacent face if shear is set
+   ==============
+ */
+void Brush_SelectFaceForDragging( brush_t *b, face_t *f, qboolean shear ){
+       int i;
+       face_t  *f2;
+       winding_t   *w;
+       float d;
+       brush_t *b2;
+       int c;
+
+       if ( b->owner->eclass->fixedsize ) {
+               return;
+       }
+
+       c = 0;
+       for ( i = 0 ; i < 3 ; i++ )
+               c += AddPlanept( f->planepts[i] );
+       if ( c == 0 ) {
+               return;     // already completely added
+
+       }
+       // select all points on this plane in all brushes the selection
+       for ( b2 = selected_brushes.next ; b2 != &selected_brushes ; b2 = b2->next )
+       {
+               if ( b2 == b ) {
+                       continue;
+               }
+               for ( f2 = b2->brush_faces ; f2 ; f2 = f2->next )
+               {
+                       for ( i = 0 ; i < 3 ; i++ )
+                               if ( fabs( DotProduct( f2->planepts[i], f->plane.normal )
+                                                  - f->plane.dist ) > ON_EPSILON ) {
+                                       break;
+                               }
+                       if ( i == 3 ) { // move this face as well
+                               Brush_SelectFaceForDragging( b2, f2, shear );
+                               break;
+                       }
+               }
+       }
+
+
+       // if shearing, take all the planes adjacent to
+       // selected faces and rotate their points so the
+       // edge clipped by a selcted face has two of the points
+       if ( !shear ) {
+               return;
+       }
+
+       for ( f2 = b->brush_faces ; f2 ; f2 = f2->next )
+       {
+               if ( f2 == f ) {
+                       continue;
+               }
+               w = Brush_MakeFaceWinding( b, f2 );
+               if ( !w ) {
+                       continue;
+               }
+
+               // any points on f will become new control points
+               for ( i = 0 ; i < w->numpoints ; i++ )
+               {
+                       d = DotProduct( w->points[i], f->plane.normal )
+                               - f->plane.dist;
+                       if ( d > -ON_EPSILON && d < ON_EPSILON ) {
+                               break;
+                       }
+               }
+
+               //
+               // if none of the points were on the plane,
+               // leave it alone
+               //
+               if ( i != w->numpoints ) {
+                       if ( i == 0 ) { // see if the first clockwise point was the
+                                          // last point on the winding
+                               d = DotProduct( w->points[w->numpoints - 1]
+                                                               , f->plane.normal ) - f->plane.dist;
+                               if ( d > -ON_EPSILON && d < ON_EPSILON ) {
+                                       i = w->numpoints - 1;
+                               }
+                       }
+
+                       AddPlanept( f2->planepts[0] );
+
+                       VectorCopy( w->points[i], f2->planepts[0] );
+                       if ( ++i == w->numpoints ) {
+                               i = 0;
+                       }
+
+                       // see if the next point is also on the plane
+                       d = DotProduct( w->points[i]
+                                                       , f->plane.normal ) - f->plane.dist;
+                       if ( d > -ON_EPSILON && d < ON_EPSILON ) {
+                               AddPlanept( f2->planepts[1] );
+                       }
+
+                       VectorCopy( w->points[i], f2->planepts[1] );
+                       if ( ++i == w->numpoints ) {
+                               i = 0;
+                       }
+
+                       // the third point is never on the plane
+
+                       VectorCopy( w->points[i], f2->planepts[2] );
+               }
+
+               free( w );
+       }
+}
 
-          if(!(*i)->contributes())
-          {
-            globalOutputStream() << "face: " << Unsigned(faceIndex) << " does not contribute\n";
-          }
+/*
+   ==============
+   Brush_SideSelect
+
+   The mouse click did not hit the brush, so grab one or more side
+   planes for dragging
+   ==============
+ */
+void Brush_SideSelect( brush_t *b, vec3_t origin, vec3_t dir
+                                          , qboolean shear ){
+       face_t  *f, *f2;
+       vec3_t p1, p2;
+
+       for ( f = b->brush_faces ; f ; f = f->next )
+       {
+               VectorCopy( origin, p1 );
+               VectorMA( origin, 2 * g_MaxWorldCoord, dir, p2 );
+
+               for ( f2 = b->brush_faces ; f2 ; f2 = f2->next )
+               {
+                       if ( f2 == f ) {
+                               continue;
+                       }
+                       ClipLineToFace( p1, p2, f2 );
+               }
+
+               if ( f2 ) {
+                       continue;
+               }
+
+               if ( VectorCompare( p1, origin ) ) {
+                       continue;
+               }
+               if ( ClipLineToFace( p1, p2, f ) ) {
+                       continue;
+               }
+
+               Brush_SelectFaceForDragging( b, f, shear );
+       }
+}
 
-          Winding_printConnectivity((*i)->getWinding());
-        }
-      }
+bool g_bBuildWindingsNoTexBuild = false;
+
+void Brush_SetBuildWindingsNoTexBuild( bool bBuild ){
+       g_bBuildWindingsNoTexBuild = bBuild;
+}
+
+// TTimo: don't rebuild pShader and d_texture if it doesn't seem necessary
+//    saves quite a lot of time, but on the other hand we've gotta make sure we clean the d_texture in some cases
+//    ie when we want to update a shader
+//    default will make Radiant rebuild the texture, but it can be turned off by setting the flag g_bBuildWindingsNoTexBuild
+void Brush_BuildWindings( brush_t *b, bool bSnap ){
+       winding_t *w;
+       face_t    *face;
+       vec_t v;
+
+       if ( bSnap ) {
+               Brush_SnapPlanepts( b );
+       }
+
+       // clear the mins/maxs bounds
+       b->mins[0] = b->mins[1] = b->mins[2] = 99999;
+       b->maxs[0] = b->maxs[1] = b->maxs[2] = -99999;
+
+       Brush_MakeFacePlanes( b );
+
+       face = b->brush_faces;
+
+       float fCurveColor = 1.0;
+
+       for ( ; face ; face = face->next )
+       {
+               int i, j;
+               free( face->face_winding );
+               w = face->face_winding = Brush_MakeFaceWinding( b, face );
+
+               if ( !g_bBuildWindingsNoTexBuild || !face->d_texture ) {
+#ifdef _DEBUG
+                       // if there's no d_texture, then we expect pShader to be empty
+                       if ( !face->d_texture && face->pShader ) {
+                               Sys_FPrintf( SYS_ERR, "ERROR: unexpected face->pShader != NULL with face->d_texture == NULL in Brush_BuildWindings\n" );
+                       }
+#endif
+                       if ( ( !face->d_texture && !face->pShader ) || !face->pShader ) {
+                               // NOTE TTimo
+                               // patch 84 for bug 253 doesn't dec ref the potential face->pShader
+                               // add a debug check to make sure this is actually not necessary
+#ifdef _DEBUG
+                               if ( face->pShader ) {
+                                       Sys_FPrintf( SYS_ERR, "ERROR: face->pShader != NULL in Brush_BuildWindings\n" );
+                               }
+#endif
+                               face->pShader = QERApp_Shader_ForName( face->texdef.GetName() );
+                               face->pShader->IncRef();
+                               face->d_texture = face->pShader->getTexture();
+                       }
+               }
+
+               if ( !w ) {
+                       continue;
+               }
+
+               for ( i = 0 ; i < w->numpoints ; i++ )
+               {
+                       // add to bounding box
+                       for ( j = 0 ; j < 3 ; j++ )
+                       {
+                               v = w->points[i][j];
+                               if ( v > b->maxs[j] ) {
+                                       b->maxs[j] = v;
+                               }
+                               if ( v < b->mins[j] ) {
+                                       b->mins[j] = v;
+                               }
+                       }
+               }
+               Face_SetColor( b, face, fCurveColor );
+
+               fCurveColor -= .10f;
+               if ( fCurveColor <= 0 ) {
+                       fCurveColor = 1.0f;
+               }
+
+               // computing ST coordinates for the windings
+               if ( g_qeglobals.m_bBrushPrimitMode ) {
+                       if ( g_qeglobals.bNeedConvert ) {
+                               // we have parsed old brushes format and need conversion
+                               // convert old brush texture representation to new format
+                               FaceToBrushPrimitFace( face );
+#ifdef _DEBUG
+                               // use old texture coordinates code to check against
+                               for ( i = 0 ; i < w->numpoints ; i++ )
+                                       EmitTextureCoordinates( w->points[i], face->d_texture, face );
 #endif
+                       }
+                       // use new texture representation to compute texture coordinates
+                       // in debug mode we will check against old code and warn if there are differences
+                       EmitBrushPrimitTextureCoordinates( face,w );
+               }
+               else
+               {
+                       if ( g_qeglobals.bNeedConvert ) {
+                               BrushPrimitFaceToFace( face );
+/*
+        // we have parsed brush primitives and need conversion back to standard format
+        // NOTE: converting back is a quick hack, there's some information lost and we can't do anything about it
+                // FIXME: if we normalize the texture matrix to a standard 2x2 size, we end up with wrong scaling
+                // I tried various tweaks, no luck .. seems shifting is lost
+        brushprimit_texdef_t aux;
+        ConvertTexMatWithQTexture( &face->brushprimit_texdef, face->d_texture, &aux, NULL );
+        TexMatToFakeTexCoords( aux.coords, face->texdef.shift, &face->texdef.rotate, face->texdef.scale );
+                face->texdef.scale[0]/=2.0;
+                face->texdef.scale[1]/=2.0;
+ */
+                       }
+                       for ( i = 0 ; i < w->numpoints ; i++ )
+                               EmitTextureCoordinates( w->points[i], face->d_texture, face );
+               }
+       }
+}
 
-      // edge-index list for wireframe rendering
-      {
-        m_edge_indices.resize(uniqueEdgeIndices.size());
-
-        for(std::size_t i=0, count=0; i<m_faces.size(); ++i)
-        {
-          const Winding& winding = m_faces[i]->getWinding();
-          for(std::size_t j = 0; j < winding.numpoints; ++j)
-          {
-            const RenderIndex edge_index = uniqueEdgeIndices[count+j];
-
-            m_edge_indices[edge_index].first = uniqueVertexIndices[count + j];
-            m_edge_indices[edge_index].second = uniqueVertexIndices[count + Winding_next(winding, j)];
-          }
-          count += winding.numpoints;
-        }
-      }
-    }
+/*
+   ==================
+   Brush_RemoveEmptyFaces
+
+   Frees any overconstraining faces
+   ==================
+ */
+void Brush_RemoveEmptyFaces( brush_t *b ){
+       face_t  *f, *next;
+
+       f = b->brush_faces;
+       b->brush_faces = NULL;
+
+       for ( ; f ; f = next )
+       {
+               next = f->next;
+               if ( !f->face_winding ) {
+                       Face_Free( f );
+               }
+               else
+               {
+                       f->next = b->brush_faces;
+                       b->brush_faces = f;
+               }
+
+       }
+}
 
-    {
-      m_faceCentroidPoints.resize(m_faces.size());
-      for(std::size_t i=0; i<m_faces.size(); ++i)
-      {
-        m_faces[i]->construct_centroid();
-        m_faceCentroidPoints[i] = pointvertex_for_windingpoint(m_faces[i]->centroid(), colour_vertex);
-      }
-    }
-  }
+void Brush_SnapToGrid( brush_t *pb ){
+       face_t *f;
+       vec3_t temp;
+       vec3_t diff[2];
+       int mult[3];
+       int i, j, n;
+       // TTimo: some brushes are "special" and should not be snapped
+       // specially fixed-size entity ones
+       if ( pb->owner->eclass->fixedsize ) {
+               // save current origin
+               VectorCopy( pb->owner->origin, temp );
+               // snap the origin
+               VectorFSnap( pb->owner->origin, g_qeglobals.d_gridsize );
+               // return if amount is zero
+               if ( VectorCompare( pb->owner->origin, temp ) ) {
+                       return;
+               }
+               // transform brush faces same amount
+               VectorSubtract( pb->owner->origin, temp, temp );
+               for ( f = pb->brush_faces; f; f = f->next )
+               {
+                       for ( i = 0 ; i < 3 ; i++ )
+                               VectorAdd( f->planepts[i], temp, f->planepts[i] );
+               }
+       }
+       else
+       {
+               for ( f = pb->brush_faces ; f; f = f->next )
+               {
+                       for ( j = 0; j < 2; j++ )
+                       {
+                               // spog - move planepts apart just far enough to avoid snapping two together
+                               VectorSubtract( f->planepts[j + 1], f->planepts[j], diff[j] );
+                               for ( i = 0; i < 3; i++ )
+                               {
+                                       if ( diff[j][i] == 0.0f ) {
+                                               mult[i] = 2; // next value up from 1
+                                       }
+                                       else{ // multiplier = gridsize / component difference, rounded up
+                                               mult[i] = (int)ceil( fabs( g_qeglobals.d_gridsize / diff[j][i] ) );
+                                       }
+                               }
+
+                               if ( mult[0] > 1 && mult[1] > 1 && mult[2] > 1 ) { // if all multipliers are greater than 1
+                                       n = ( mult[0] >= mult[1] && mult[0] >= mult[2] ) ? 0 : ( mult[1] >= mult[0] && mult[1] >= mult[2] ) ? 1 : 2;
+                                       for ( i = 0; i < 3; i++ )
+                                               diff[j][i] *= mult[n];  // multiply difference by multiplier of smallest component
+                               }
+                               VectorAdd( f->planepts[j], diff[j], f->planepts[j + 1] );
+                       }
+
+                       for ( i = 0; i < 3; i++ )
+                               VectorFSnap( f->planepts[i], g_qeglobals.d_gridsize );
+
+               }
+       }
+       Brush_Build( pb,true,true,false,false ); // don't filter
 }
 
+void Brush_Rotate( brush_t *b, vec3_t vAngle, vec3_t vOrigin, bool bBuild ){
+       for ( face_t* f = b->brush_faces ; f ; f = f->next )
+       {
+               for ( int i = 0 ; i < 3 ; i++ )
+               {
+                       VectorRotateOrigin( f->planepts[i], vAngle, vOrigin, f->planepts[i] );
+               }
+       }
+       if ( bBuild ) {
+               Brush_Build( b,false,false,false,false ); // don't filter
+       }
+}
 
-class FaceFilterWrapper : public Filter
-{
-  FaceFilter& m_filter;
-  bool m_active;
-  bool m_invert;
-public:
-  FaceFilterWrapper(FaceFilter& filter, bool invert) :
-    m_filter(filter),
-    m_invert(invert)
-  {
-  }
-  void setActive(bool active)
-  {
-    m_active = active;
-  }
-  bool active()
-  {
-    return m_active;
-  }
-  bool filter(const Face& face)
-  {
-    return m_invert ^ m_filter.filter(face);
-  }
-};
+void Brush_Center( brush_t *b, vec3_t vNewCenter ){
+       vec3_t vMid;
+       // get center of the brush
+       for ( int j = 0; j < 3; j++ )
+       {
+               vMid[j] = b->mins[j] + fabs( ( b->maxs[j] - b->mins[j] ) * 0.5 );
+       }
+       // calc distance between centers
+       VectorSubtract( vNewCenter, vMid, vMid );
+       Brush_Move( b, vMid, true );
 
+}
 
-typedef std::list<FaceFilterWrapper> FaceFilters;
-FaceFilters g_faceFilters;
+void Brush_Resize( brush_t *b, vec3_t vMin, vec3_t vMax ){
+       face_t *f;
+       texdef_t texdef;
+       int i;
+       short box[3][2] = { { 0, 1 }, { 2, 0 }, { 1, 2 } };
+
+       for ( i = 0 ; i < 3 ; i++ )
+               if ( vMax[i] < vMin[i] ) {
+                       Error( "Brush_Resize: invalid input" );
+               }
+
+       if ( b->brush_faces != NULL ) {
+               texdef = b->brush_faces->texdef;
+       }
+       else{
+               texdef = g_qeglobals.d_texturewin.texdef;
+       }
+
+       while ( b->brush_faces != NULL )
+       {
+               f = b->brush_faces->next;
+               Face_Free( b->brush_faces );
+               b->brush_faces = f;
+       }
+
+       for ( i = 0; i < 3; i++ )
+       {
+               f = b->brush_faces;
+               b->brush_faces = Face_Alloc();
+               b->brush_faces->next = f;
+               f = b->brush_faces;
+               f->texdef = texdef;
+               VectorCopy( vMax, f->planepts[0] );
+               VectorCopy( vMax, f->planepts[1] );
+               VectorCopy( vMax, f->planepts[2] );
+               f->planepts[2][box[i][0]] = vMin[box[i][0]];
+               f->planepts[1][box[i][1]] = vMin[box[i][1]];
+       }
+       for ( i = 0; i < 3; i++ )
+       {
+               f = b->brush_faces;
+               b->brush_faces = Face_Alloc();
+               b->brush_faces->next = f;
+               f = b->brush_faces;
+               f->texdef = texdef;
+               VectorCopy( vMin, f->planepts[0] );
+               VectorCopy( vMin, f->planepts[1] );
+               VectorCopy( vMin, f->planepts[2] );
+               f->planepts[1][box[i][0]] = vMax[box[i][0]];
+               f->planepts[2][box[i][1]] = vMax[box[i][1]];
+       }
+}
 
-void add_face_filter(FaceFilter& filter, int mask, bool invert)
-{
-  g_faceFilters.push_back(FaceFilterWrapper(filter, invert));
-  GlobalFilterSystem().addFilter(g_faceFilters.back(), mask);
+void FacingVectors( entity_t *e, vec3_t forward, vec3_t right, vec3_t up ){
+       int angleVal;
+       vec3_t angles;
+
+       angleVal = IntForKey( e, "angle" );
+       if ( angleVal == -1 ) {           // up
+               VectorSet( angles, 270, 0, 0 );
+       }
+       else if ( angleVal == -2 ) {   // down
+               VectorSet( angles, 90, 0, 0 );
+       }
+       else
+       {
+               VectorSet( angles, 0, angleVal, 0 );
+       }
+
+       AngleVectors( angles, forward, right, up );
 }
 
-bool face_filtered(Face& face)
-{
-  for(FaceFilters::iterator i = g_faceFilters.begin(); i != g_faceFilters.end(); ++i)
-  {
-    if((*i).active() && (*i).filter(face))
-    {
-      return true;
-    }
-  }
-  return false;
+void Brush_DrawFacingAngle( brush_t *b, entity_t *e ){
+       vec3_t forward, right, up;
+       vec3_t endpoint, tip1, tip2;
+       vec3_t start;
+       float dist;
+
+       VectorAdd( e->brushes.onext->mins, e->brushes.onext->maxs, start );
+       VectorScale( start, 0.5, start );
+       dist = ( b->maxs[0] - start[0] ) * 2.5;
+
+       FacingVectors( e, forward, right, up );
+       VectorMA( start, dist, forward, endpoint );
+
+       dist = ( b->maxs[0] - start[0] ) * 0.5;
+       VectorMA( endpoint, -dist, forward, tip1 );
+       VectorMA( tip1, -dist, up, tip1 );
+       VectorMA( tip1, 2 * dist, up, tip2 );
+
+       qglColor4f( 1, 1, 1, 1 );
+       qglLineWidth( 4 );
+       qglBegin( GL_LINES );
+       qglVertex3fv( start );
+       qglVertex3fv( endpoint );
+       qglVertex3fv( endpoint );
+       qglVertex3fv( tip1 );
+       qglVertex3fv( endpoint );
+       qglVertex3fv( tip2 );
+       qglEnd();
+       qglLineWidth( 1 );
 }
 
+void Brush_FaceDraw( face_t *face, int nGLState ){
+       const winding_t *w = face->face_winding;
+       if ( w == NULL ) {
+               return;
+       }
+       if ( nGLState & DRAW_GL_LIGHTING && g_PrefsDlg.m_bGLLighting ) {
+               qglNormal3fv( face->plane.normal );
+       }
+       /*
+          if (mode & DRAW_GL_TEXTURE_2D)
+             qglTexCoordPointer(2, GL_FLOAT, 5, &w->points[3]);
+          qglVertexPointer(3, GL_FLOAT, 5, w->points);
+
+          if (mode & DRAW_GL_FILL)
+             qglDrawArrays(GL_TRIANGLE_FAN, 0, w->numpoints);
+          else
+             qglDrawArrays(GL_POLYGON, 0, w->numpoints);
+        */
+
+       if ( nGLState & DRAW_GL_FILL ) {
+               qglBegin( GL_TRIANGLE_FAN );
+       }
+       else{
+               qglBegin( GL_POLYGON );
+       }
+
+       for ( int i = 0 ; i < w->numpoints ; i++ )
+       {
+               if ( nGLState & DRAW_GL_TEXTURE_2D ) {
+                       qglTexCoord2fv( &w->points[i][3] );
+               }
+               qglVertex3fv( w->points[i] );
+       }
+       qglEnd();
+}
 
-class BrushFilterWrapper : public Filter
-{
-  bool m_active;
-  bool m_invert;
-  BrushFilter& m_filter;
-public:
-  BrushFilterWrapper(BrushFilter& filter, bool invert) : m_invert(invert), m_filter(filter)
-  {
-  }
-  void setActive(bool active)
-  {
-    m_active = active;
-  }
-  bool active()
-  {
-    return m_active;
-  }
-  bool filter(const Brush& brush)
-  {
-    return m_invert ^ m_filter.filter(brush);
-  }
-};
+#define Q2_SURF_TRANS33   0x00000010
+#define Q2_SURF_TRANS66   0x00000020
+
+void Brush_Draw( brush_t *b ){
+       face_t          *face;
+       int order;
+       qtexture_t      *prev = 0;
+       winding_t *w;
+
+       int nDrawMode = g_pParentWnd->GetCamWnd()->Camera()->draw_mode;
+       int nGLState = g_pParentWnd->GetCamWnd()->Camera()->draw_glstate;
+
+       GLfloat material[4], identity[4];
+       VectorSet( identity, 0.8f, 0.8f, 0.8f );
+       IShader *pShader;
+       qglPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
+       qglDisableClientState( GL_NORMAL_ARRAY );
+
+       // guarantee the texture will be set first
+       bool bTrans;
+       float transVal;
+       prev = NULL;
+       for ( face = b->brush_faces,order = 0 ; face ; face = face->next, order++ )
+       {
+               w = face->face_winding;
+               if ( !w ) {
+                       continue;       // freed face
+               }
+
+               bTrans = ( face->pShader->getFlags() & QER_TRANS );
+               transVal = face->pShader->getTrans();
+               // try to read the texture def surface flags to get trans
+               if ( !bTrans ) {
+                       if ( face->texdef.flags & Q2_SURF_TRANS33 ) {
+                               bTrans = true;
+                               transVal = 0.33f;
+                       }
+                       else if ( face->texdef.flags & Q2_SURF_TRANS66 ) {
+                               bTrans = true;
+                               transVal = 0.66f;
+                       }
+               }
+
+               if ( bTrans && !( nGLState & DRAW_GL_BLEND ) ) {
+                       continue;
+               }
+               if ( !bTrans && nGLState & DRAW_GL_BLEND ) {
+                       continue;
+               }
+
+               // IMPORTANT NOTE:
+               // modifications to the discarding code here should be matched in the selection code
+               // see Brush_Ray
+
+               if ( g_qeglobals.d_savedinfo.exclude & EXCLUDE_CAULK ) {
+                       if ( strstr( face->texdef.GetName(), "caulk" ) ) {
+                               continue;
+                       }
+               }
+
+               if ( g_qeglobals.d_savedinfo.exclude & EXCLUDE_BOTCLIP ) {
+                       if ( strstr( face->texdef.GetName(), "botclip" ) || strstr( face->texdef.GetName(), "clipmonster" ) ) {
+                               continue;
+                       }
+               }
+
+               if ( g_qeglobals.d_savedinfo.exclude & EXCLUDE_CLIP ) {
+                       if ( strstr( face->texdef.GetName(), "clip" ) ) {
+                               continue;
+                       }
+               }
+
+               if ( nGLState & DRAW_GL_TEXTURE_2D && face->d_texture->name[0] == '(' ) {
+                       prev = NULL;
+                       qglDisable( GL_TEXTURE_2D );
+               }
+               else if ( nGLState & DRAW_GL_TEXTURE_2D && ( nDrawMode == cd_texture || nDrawMode == cd_light ) && face->d_texture != prev ) {
+                       // set the texture for this face
+                       prev = face->d_texture;
+                       qglBindTexture( GL_TEXTURE_2D, face->d_texture->texture_number );
+               }
+
+               if ( nGLState & DRAW_GL_LIGHTING && !g_PrefsDlg.m_bGLLighting ) {
+                       if ( !b->owner->eclass->fixedsize ) {
+                               material[3] = transVal;
+                       }
+                       else{
+                               material[3] = 1;
+                       }
+                       VectorCopy( face->d_color, material );
+
+                       if ( nGLState & DRAW_GL_TEXTURE_2D ) {
+                               qglColor4f( face->d_shade, face->d_shade, face->d_shade, material[3] );
+                       }
+                       else{
+                               qglColor4fv( material );
+                       }
+               }
+               else if ( !b->owner->eclass->fixedsize ) {
+                       pShader = face->pShader;
+                       VectorCopy( pShader->getTexture()->color, material );
+                       material[3] = identity[3] = transVal;
+
+                       if ( nGLState & DRAW_GL_TEXTURE_2D ) {
+                               qglColor4fv( identity );
+                       }
+                       else{
+                               qglColor4fv( material );
+                       }
+               }
+
+               // draw the polygon
+
+               Brush_FaceDraw( face, nGLState );
+       }
+       qglPopClientAttrib();
+}
 
+void Face_Draw( face_t *f ){
+       int i;
 
-typedef std::list<BrushFilterWrapper> BrushFilters;
-BrushFilters g_brushFilters;
+       if ( f->face_winding == 0 ) {
+               return;
+       }
+       qglBegin( GL_POLYGON );
+       for ( i = 0 ; i < f->face_winding->numpoints; i++ )
+               qglVertex3fv( f->face_winding->points[i] );
+       qglEnd();
+}
 
-void add_brush_filter(BrushFilter& filter, int mask, bool invert)
-{
-  g_brushFilters.push_back(BrushFilterWrapper(filter, invert));
-  GlobalFilterSystem().addFilter(g_brushFilters.back(), mask);
+entity_t *FindEntity( const char *pszKey, const char *pszValue ){
+       entity_t *pe;
+
+       pe = entities.next;
+
+       for (; pe != NULL && pe != &entities ; pe = pe->next )
+       {
+               if ( !strcmp( ValueForKey( pe, pszKey ), pszValue ) ) {
+                       return pe;
+               }
+       }
+
+       return NULL;
 }
 
-bool brush_filtered(Brush& brush)
-{
-  for(BrushFilters::iterator i = g_brushFilters.begin(); i != g_brushFilters.end(); ++i)
-  {
-    if((*i).active() && (*i).filter(brush))
-    {
-      return true;
-    }
-  }
-  return false;
+void Brush_DrawXY( brush_t *b, int nViewType ){
+       face_t *face;
+       int order;
+       winding_t *w;
+       int i;
+
+       if ( b->patchBrush ) {
+               Patch_DrawXY( b->pPatch );
+               if ( !g_bPatchShowBounds ) {
+                       return;
+               }
+       }
+
+       if ( b->owner->eclass->fixedsize ) {
+               if ( g_PrefsDlg.m_bNewLightDraw && ( b->owner->eclass->nShowFlags & ECLASS_LIGHT ) ) {
+#if 1 // requires vertex arrays enabled
+                       DrawLight( b->owner, DRAW_GL_WIRE, ( IsBrushSelected( b ) ) ? g_PrefsDlg.m_nLightRadiuses : 0, nViewType );
+#else
+                       vec3_t vCorners[4];
+                       float fMid = b->mins[2] + ( b->maxs[2] - b->mins[2] ) / 2;
+
+                       vCorners[0][0] = b->mins[0];
+                       vCorners[0][1] = b->mins[1];
+                       vCorners[0][2] = fMid;
+
+                       vCorners[1][0] = b->mins[0];
+                       vCorners[1][1] = b->maxs[1];
+                       vCorners[1][2] = fMid;
+
+                       vCorners[2][0] = b->maxs[0];
+                       vCorners[2][1] = b->maxs[1];
+                       vCorners[2][2] = fMid;
+
+                       vCorners[3][0] = b->maxs[0];
+                       vCorners[3][1] = b->mins[1];
+                       vCorners[3][2] = fMid;
+
+                       vec3_t vTop, vBottom;
+
+                       vTop[0] = b->mins[0] + ( ( b->maxs[0] - b->mins[0] ) / 2 );
+                       vTop[1] = b->mins[1] + ( ( b->maxs[1] - b->mins[1] ) / 2 );
+                       vTop[2] = b->maxs[2];
+
+                       VectorCopy( vTop, vBottom );
+                       vBottom[2] = b->mins[2];
+
+                       qglBegin( GL_LINES );
+                       qglVertex3fv( vTop );
+                       qglVertex3fv( vCorners[0] );
+                       qglVertex3fv( vTop );
+                       qglVertex3fv( vCorners[1] );
+                       qglVertex3fv( vTop );
+                       qglVertex3fv( vCorners[2] );
+                       qglVertex3fv( vTop );
+                       qglVertex3fv( vCorners[3] );
+                       qglEnd();
+
+                       qglBegin( GL_LINES );
+                       qglVertex3fv( vBottom );
+                       qglVertex3fv( vCorners[0] );
+                       qglVertex3fv( vBottom );
+                       qglVertex3fv( vCorners[1] );
+                       qglVertex3fv( vBottom );
+                       qglVertex3fv( vCorners[2] );
+                       qglVertex3fv( vBottom );
+                       qglVertex3fv( vCorners[3] );
+                       qglEnd();
+
+                       qglBegin( GL_LINE_LOOP );
+                       qglVertex3fv( vCorners[0] );
+                       qglVertex3fv( vCorners[1] );
+                       qglVertex3fv( vCorners[2] );
+                       qglVertex3fv( vCorners[3] );
+                       qglEnd();
+#endif
+                       DrawBrushEntityName( b );
+                       return;
+               }
+               else if ( b->owner->model.pRender && !( !IsBrushSelected( b ) && ( g_PrefsDlg.m_nEntityShowState & ENTITY_SELECTED_ONLY ) ) ) {
+                       qglPushAttrib( GL_CURRENT_BIT ); // save brush colour
+                       qglColor3fv( b->owner->eclass->color );
+                       if ( g_PrefsDlg.m_nEntityShowState != ENTITY_BOX ) {
+                               b->owner->model.pRender->Draw( DRAW_GL_WIRE, DRAW_RF_XY );
+                       }
+                       aabb_draw( b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE );
+                       qglPopAttrib();
+                       return;
+               }
+               //}
+       }
+
+       for ( face = b->brush_faces,order = 0 ; face ; face = face->next, order++ )
+       {
+               // moved so check occurs earlier
+               w = face->face_winding;
+               if ( !w ) {
+                       continue;
+               }
+               // only draw polygons facing in a direction we care about
+               if ( nViewType == XY ) {
+                       if ( face->plane.normal[2] <= 0 ) {
+                               continue;
+                       }
+               }
+               else
+               {
+                       if ( nViewType == XZ ) {
+                               if ( face->plane.normal[1] >= 0 ) { // stop axes being mirrored
+                                       continue;
+                               }
+                       }
+                       else
+                       {
+                               if ( face->plane.normal[0] <= 0 ) {
+                                       continue;
+                               }
+                       }
+               }
+
+               // draw the polygon
+               qglBegin( GL_LINE_LOOP );
+               for ( i = 0 ; i < w->numpoints ; i++ )
+                       qglVertex3fv( w->points[i] );
+               qglEnd();
+       }
+
+       DrawBrushEntityName( b );
+
+}
+
+/*
+   ============
+   Brush_Move
+   ============
+ */
+void Brush_Move( brush_t *b, const vec3_t move, bool bSnap ){
+       int i;
+       face_t *f;
+
+       for ( f = b->brush_faces ; f ; f = f->next )
+               for ( i = 0 ; i < 3 ; i++ )
+                       VectorAdd( f->planepts[i], move, f->planepts[i] );
+
+       if ( g_PrefsDlg.m_bTextureLock && !b->owner->eclass->fixedsize ) {
+               for ( f = b->brush_faces ; f ; f = f->next )
+               {
+                       vec3_t vTemp;
+                       VectorCopy( move, vTemp );
+                       Face_MoveTexture( f, vTemp );
+               }
+       }
+
+       Brush_Build( b, bSnap,true,false,false ); // don't filter
+
+
+       if ( b->patchBrush ) {
+               //Patch_Move(b->nPatchID, move);
+               Patch_Move( b->pPatch, move );
+       }
+
+
+       // PGM - keep the origin vector up to date on fixed size entities.
+       if ( b->owner->eclass->fixedsize ) {
+               char text[64];
+               VectorAdd( b->owner->origin, move, b->owner->origin );
+               sprintf( text, "%i %i %i",
+                                (int)b->owner->origin[0], (int)b->owner->origin[1], (int)b->owner->origin[2] );
+               SetKeyValue( b->owner, "origin", text );
+               //VectorAdd(b->maxs, b->mins, b->owner->origin);
+               //VectorScale(b->owner->origin, 0.5, b->owner->origin);
+       }
+}
+
+
+
+void Brush_Print( brush_t* b ){
+       int nFace = 0;
+       for ( face_t* f = b->brush_faces ; f ; f = f->next )
+       {
+               Sys_Printf( "Face %i\n", nFace++ );
+               Sys_Printf( "%f %f %f\n", f->planepts[0][0], f->planepts[0][1], f->planepts[0][2] );
+               Sys_Printf( "%f %f %f\n", f->planepts[1][0], f->planepts[1][1], f->planepts[1][2] );
+               Sys_Printf( "%f %f %f\n", f->planepts[2][0], f->planepts[2][1], f->planepts[2][2] );
+       }
+}
+
+
+
+/*
+   =============
+   Brush_MakeSided
+
+   Makes the current brushhave the given number of 2d sides and turns it into a cone
+   =============
+ */
+void Brush_MakeSidedCone( int sides ){
+       int i;
+       vec3_t mins, maxs;
+       brush_t *b;
+       texdef_t    *texdef;
+       face_t  *f;
+       vec3_t mid;
+       float width;
+       float sv, cv;
+
+       if ( sides < 3 || sides > 32 ) {
+               Sys_Status( "Bad sides number", 0 );
+               return;
+       }
+
+       if ( !QE_SingleBrush() ) {
+               Sys_Status( "Must have a single brush selected", 0 );
+               return;
+       }
+
+       b = selected_brushes.next;
+       VectorCopy( b->mins, mins );
+       VectorCopy( b->maxs, maxs );
+       texdef = &g_qeglobals.d_texturewin.texdef;
+
+       Brush_Free( b );
+
+       // find center of brush
+       width = 8;
+       for ( i = 0 ; i < 2 ; i++ )
+       {
+               mid[i] = ( maxs[i] + mins[i] ) * 0.5;
+               if ( maxs[i] - mins[i] > width ) {
+                       width = maxs[i] - mins[i];
+               }
+       }
+       width /= 2;
+
+       b = Brush_Alloc();
+
+       // create bottom face
+       f = Face_Alloc();
+       f->texdef = *texdef;
+       f->next = b->brush_faces;
+       b->brush_faces = f;
+
+       f->planepts[0][0] = mins[0]; f->planepts[0][1] = mins[1]; f->planepts[0][2] = mins[2];
+       f->planepts[1][0] = maxs[0]; f->planepts[1][1] = mins[1]; f->planepts[1][2] = mins[2];
+       f->planepts[2][0] = maxs[0]; f->planepts[2][1] = maxs[1]; f->planepts[2][2] = mins[2];
+
+       for ( i = 0 ; i < sides ; i++ )
+       {
+               f = Face_Alloc();
+               f->texdef = *texdef;
+               f->next = b->brush_faces;
+               b->brush_faces = f;
+
+               sv = sin( i * 3.14159265 * 2 / sides );
+               cv = cos( i * 3.14159265 * 2 / sides );
+
+
+               f->planepts[0][0] = floor( mid[0] + width * cv + 0.5 );
+               f->planepts[0][1] = floor( mid[1] + width * sv + 0.5 );
+               f->planepts[0][2] = mins[2];
+
+               f->planepts[1][0] = mid[0];
+               f->planepts[1][1] = mid[1];
+               f->planepts[1][2] = maxs[2];
+
+               f->planepts[2][0] = floor( f->planepts[0][0] - width * sv + 0.5 );
+               f->planepts[2][1] = floor( f->planepts[0][1] + width * cv + 0.5 );
+               f->planepts[2][2] = maxs[2];
+
+       }
+
+       Brush_AddToList( b, &selected_brushes );
+
+       Entity_LinkBrush( world_entity, b );
+
+       Brush_Build( b );
+
+       Sys_UpdateWindows( W_ALL );
 }
 
+/*
+   =============
+   Brush_MakeSided
+
+   Makes the current brushhave the given number of 2d sides and turns it into a sphere
+   =============
+
+ */
+void Brush_MakeSidedSphere( int sides ){
+       int i,j;
+       vec3_t mins, maxs;
+       brush_t *b;
+       texdef_t    *texdef;
+       face_t  *f;
+       vec3_t mid;
+
+       if ( sides < 4 || sides > 32 ) {
+               Sys_Status( "Bad sides number", 0 );
+               return;
+       }
+
+       if ( !QE_SingleBrush() ) {
+               Sys_Status( "Must have a single brush selected", 0 );
+               return;
+       }
+
+       b = selected_brushes.next;
+       VectorCopy( b->mins, mins );
+       VectorCopy( b->maxs, maxs );
+       texdef = &g_qeglobals.d_texturewin.texdef;
+
+       Brush_Free( b );
+
+       // find center of brush
+       float radius = 8;
+       for ( i = 0 ; i < 2 ; i++ )
+       {
+               mid[i] = ( maxs[i] + mins[i] ) * 0.5;
+               if ( maxs[i] - mins[i] > radius ) {
+                       radius = maxs[i] - mins[i];
+               }
+       }
+       radius /= 2;
+
+       b = Brush_Alloc();
+
+       float dt = float(2 * Q_PI / sides);
+       float dp = float(Q_PI / sides);
+       float t,p;
+       for ( i = 0; i <= sides - 1; i++ )
+       {
+               for ( j = 0; j <= sides - 2; j++ )
+               {
+                       t = i * dt;
+                       p = float(j * dp - Q_PI / 2);
+
+                       f = Face_Alloc();
+                       f->texdef = *texdef;
+                       f->next = b->brush_faces;
+                       b->brush_faces = f;
+
+                       VectorPolar( f->planepts[0], radius, t, p );
+                       VectorPolar( f->planepts[1], radius, t, p + dp );
+                       VectorPolar( f->planepts[2], radius, t + dt, p + dp );
+
+                       for ( int k = 0; k < 3; k++ )
+                               VectorAdd( f->planepts[k], mid, f->planepts[k] );
+               }
+       }
+
+       p = float( ( sides - 1 ) * dp - Q_PI / 2);
+       for ( i = 0; i <= sides - 1; i++ )
+       {
+               t = i * dt;
+
+               f = Face_Alloc();
+               f->texdef = *texdef;
+               f->next = b->brush_faces;
+               b->brush_faces = f;
+
+               VectorPolar( f->planepts[0], radius, t, p );
+               VectorPolar( f->planepts[1], radius, t + dt, p + dp );
+               VectorPolar( f->planepts[2], radius, t + dt, p );
+
+               for ( int k = 0; k < 3; k++ )
+                       VectorAdd( f->planepts[k], mid, f->planepts[k] );
+       }
+
+       Brush_AddToList( b, &selected_brushes );
+
+       Entity_LinkBrush( world_entity, b );
+
+       Brush_Build( b );
+
+       Sys_UpdateWindows( W_ALL );
+}
 
+void Face_FitTexture( face_t * face, int nHeight, int nWidth ){
+       winding_t *w;
+       vec3_t mins,maxs;
+       int i;
+       float width, height, temp;
+       float rot_width, rot_height;
+       float cosv,sinv,ang;
+       float min_t, min_s, max_t, max_s;
+       float s,t;
+       vec3_t vecs[2];
+       vec3_t coords[4];
+       texdef_t  *td;
+
+       if ( nHeight < 1 ) {
+               nHeight = 1;
+       }
+       if ( nWidth < 1 ) {
+               nWidth = 1;
+       }
+
+       ClearBounds( mins, maxs );
+
+       w = face->face_winding;
+       if ( !w ) {
+               return;
+       }
+       for ( i = 0 ; i < w->numpoints ; i++ )
+       {
+               AddPointToBounds( w->points[i], mins, maxs );
+       }
+
+       if ( g_qeglobals.m_bBrushPrimitMode ) {
+               Face_FitTexture_BrushPrimit( face, mins, maxs, nHeight, nWidth );
+       }
+       else
+       {
+
+               td = &face->texdef;
+               //
+               // get the current angle
+               //
+               ang = td->rotate / 180 * Q_PI;
+               sinv = sin( ang );
+               cosv = cos( ang );
+
+               // get natural texture axis
+               TextureAxisFromPlane( &face->plane, vecs[0], vecs[1] );
+
+               min_s = DotProduct( mins, vecs[0] );
+               min_t = DotProduct( mins, vecs[1] );
+               max_s = DotProduct( maxs, vecs[0] );
+               max_t = DotProduct( maxs, vecs[1] );
+               width = max_s - min_s;
+               height = max_t - min_t;
+               coords[0][0] = min_s;
+               coords[0][1] = min_t;
+               coords[1][0] = max_s;
+               coords[1][1] = min_t;
+               coords[2][0] = min_s;
+               coords[2][1] = max_t;
+               coords[3][0] = max_s;
+               coords[3][1] = max_t;
+               min_s = min_t = 99999;
+               max_s = max_t = -99999;
+               for ( i = 0; i < 4; i++ )
+               {
+                       s = cosv * coords[i][0] - sinv * coords[i][1];
+                       t = sinv * coords[i][0] + cosv * coords[i][1];
+                       if ( i & 1 ) {
+                               if ( s > max_s ) {
+                                       max_s = s;
+                               }
+                       }
+                       else
+                       {
+                               if ( s < min_s ) {
+                                       min_s = s;
+                               }
+                               if ( i < 2 ) {
+                                       if ( t < min_t ) {
+                                               min_t = t;
+                                       }
+                               }
+                               else
+                               {
+                                       if ( t > max_t ) {
+                                               max_t = t;
+                                       }
+                               }
+                       }
+               }
+               rot_width =  ( max_s - min_s );
+               rot_height = ( max_t - min_t );
+               td->scale[0] = -( rot_width / ( (float)( face->d_texture->width * nWidth ) ) );
+               td->scale[1] = -( rot_height / ( (float)( face->d_texture->height * nHeight ) ) );
+
+               td->shift[0] = min_s / td->scale[0];
+               temp = (int)( td->shift[0] / ( face->d_texture->width * nWidth ) );
+               temp = ( temp + 1 ) * face->d_texture->width * nWidth;
+               td->shift[0] = (int)( temp - td->shift[0] ) % ( face->d_texture->width * nWidth );
+
+               td->shift[1] = min_t / td->scale[1];
+               temp = (int)( td->shift[1] / ( face->d_texture->height * nHeight ) );
+               temp = ( temp + 1 ) * ( face->d_texture->height * nHeight );
+               td->shift[1] = (int)( temp - td->shift[1] ) % ( face->d_texture->height * nHeight );
+
+               td->shift[1] = min_t / td->scale[1];
+               temp = (int)( td->shift[1] / ( face->d_texture->height * nHeight ) );
+               temp = ( temp + 1 ) * ( face->d_texture->height * nHeight );
+               td->shift[1] = (int)( temp - td->shift[1] ) % ( face->d_texture->height * nHeight );
+
+       }
+}
+
+void Brush_FitTexture( brush_t *b, int nHeight, int nWidth ){
+       face_t *face;
+
+       for ( face = b->brush_faces ; face ; face = face->next )
+       {
+               Face_FitTexture( face, nHeight, nWidth );
+       }
+}
+
+void aabb_draw( const aabb_t *aabb, int mode ){
+       vec3_t normals[6] = { { 1, 0, 0}, { 0, 1, 0 }, { 0, 0, 1 }, {-1, 0, 0}, { 0,-1, 0 }, { 0, 0,-1 } };
+       vec3_t points[8];
+       vec3_t vMin, vMax;
+       VectorSubtract( aabb->origin, aabb->extents, vMin );
+       VectorAdd( aabb->origin, aabb->extents, vMax );
+       VectorSet( points[0], vMin[0], vMax[1], vMax[2] );
+       VectorSet( points[1], vMax[0], vMax[1], vMax[2] );
+       VectorSet( points[2], vMax[0], vMin[1], vMax[2] );
+       VectorSet( points[3], vMin[0], vMin[1], vMax[2] );
+       VectorSet( points[4], vMin[0], vMax[1], vMin[2] );
+       VectorSet( points[5], vMax[0], vMax[1], vMin[2] );
+       VectorSet( points[6], vMax[0], vMin[1], vMin[2] );
+       VectorSet( points[7], vMin[0], vMin[1], vMin[2] );
+
+       qglBegin( GL_QUADS );
+
+       qglNormal3fv( normals[0] );
+       qglVertex3fv( points[2] );
+       qglVertex3fv( points[1] );
+       qglVertex3fv( points[5] );
+       qglVertex3fv( points[6] );
+
+       qglNormal3fv( normals[1] );
+       qglVertex3fv( points[1] );
+       qglVertex3fv( points[0] );
+       qglVertex3fv( points[4] );
+       qglVertex3fv( points[5] );
+
+       qglNormal3fv( normals[2] );
+       qglVertex3fv( points[0] );
+       qglVertex3fv( points[1] );
+       qglVertex3fv( points[2] );
+       qglVertex3fv( points[3] );
+
+       qglNormal3fv( normals[3] );
+       qglVertex3fv( points[3] );
+       qglVertex3fv( points[7] );
+       qglVertex3fv( points[4] );
+       qglVertex3fv( points[0] );
+
+       qglNormal3fv( normals[4] );
+       qglVertex3fv( points[3] );
+       qglVertex3fv( points[2] );
+       qglVertex3fv( points[6] );
+       qglVertex3fv( points[7] );
+
+       qglNormal3fv( normals[5] );
+       qglVertex3fv( points[7] );
+       qglVertex3fv( points[6] );
+       qglVertex3fv( points[5] );
+       qglVertex3fv( points[4] );
+
+       qglEnd();
+
+/*
+
+
+   vec3_t Coords[8];
+
+    vec3_t vMin, vMax;
+   VectorSubtract(aabb->origin, aabb->extents, vMin);
+   VectorAdd(aabb->origin, aabb->extents, vMax);
+   VectorSet(Coords[0], vMin[0], vMax[1], vMax[2]);
+   VectorSet(Coords[1], vMax[0], vMax[1], vMax[2]);
+   VectorSet(Coords[2], vMax[0], vMin[1], vMax[2]);
+   VectorSet(Coords[3], vMin[0], vMin[1], vMax[2]);
+   VectorSet(Coords[4], vMin[0], vMax[1], vMin[2]);
+   VectorSet(Coords[5], vMax[0], vMax[1], vMin[2]);
+   VectorSet(Coords[6], vMax[0], vMin[1], vMin[2]);
+   VectorSet(Coords[7], vMin[0], vMin[1], vMin[2]);
+
+    vec3_t Normals[8] = { {-1, 0, 0 },
+                                            { 0, 0, 0 },
+                                            { 0, 0, 0 },
+                                            { 0, 0, 1 },
+                                            { 0, 0,-1 },
+                                            { 0, 1, 0 },
+                                            { 1, 0, 0 },
+                                            { 0,-1, 0 } };
+
+    unsigned short Indices[24] = { 2, 1, 5, 6,
+                                                                 1, 0, 4, 5,
+                                                                 0, 1, 2, 3,
+                                                                 3, 7, 4, 0,
+                                                                 3, 2, 6, 7,
+                                                                 7, 6, 5, 4 };
+
+   qglVertexPointer(3, GL_FLOAT, 0, Coords);         // filling the arrays
+   qglNormalPointer(GL_FLOAT, 0, Normals);
+
+   //glLockArraysEXT(0, count);                // extension GL_EXT_compiled_vertex_array
+
+   qglDrawElements(GL_QUADS, 24, GL_UNSIGNED_SHORT, Indices);
+
+   //glUnlockArraysEXT;                        // extension GL_EXT_compiled_vertex_array
+ */
+}
+
+qboolean IsBrushSelected( brush_t* bSel ){
+       for ( brush_t* b = selected_brushes.next ; b != NULL && b != &selected_brushes; b = b->next )
+       {
+               if ( b == bSel ) {
+                       return true;
+               }
+       }
+       return false;
+}