]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - radiant/texwindow.cpp
uncrustify! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / radiant / texwindow.cpp
index d52ddb7ccdee5a3dec56bb809a69e4d00240934d..a4dc381c931d0207d0506f505fe47744f9eaf0f7 100644 (file)
@@ -1,23 +1,23 @@
 /*
-Copyright (C) 1999-2007 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.
+   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 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.
+   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
-*/
+   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 Window
@@ -26,17 +26,17 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 //
 
 /*!\todo
-Clean up texture menu.
-- Remove all global variables and use some objects instead.
-- Create an interface for a plugin to add texture menu items.
-- Make sure the interface is not dependent on gtk.
-*/
+   Clean up texture menu.
+   - Remove all global variables and use some objects instead.
+   - Create an interface for a plugin to add texture menu items.
+   - Make sure the interface is not dependent on gtk.
+ */
 
 #ifdef _WIN32
 //#include <gdk/win32/gdkwin32.h>
 #include <gdk/gdkwin32.h>
 #endif
-#if defined (__linux__) || defined (__APPLE__)
+#if defined ( __linux__ ) || defined ( __APPLE__ )
 #include <gdk/gdkx.h>
 #include <dirent.h>
 #endif
@@ -49,23 +49,23 @@ Clean up texture menu.
 #include "missing.h"
 #include "texmanip.h"
 
-#define        TYP_MIPTEX      68
-static unsigned        tex_palette[256];
+#define TYP_MIPTEX  68
+static unsigned tex_palette[256];
 
-#define        FONT_HEIGHT     10
+#define FONT_HEIGHT 10
 
 //int          texture_mode = GL_NEAREST;
 //int          texture_mode = GL_NEAREST_MIPMAP_NEAREST;
 //int          texture_mode = GL_NEAREST_MIPMAP_LINEAR;
 //int          texture_mode = GL_LINEAR;
 //int          texture_mode = GL_LINEAR_MIPMAP_NEAREST;
-int            texture_mode = GL_LINEAR_MIPMAP_LINEAR;
+int texture_mode = GL_LINEAR_MIPMAP_LINEAR;
 
 int g_nTextureOffset = 0;
 
 // current active texture directory
 //++timo FIXME: I'm not sure this is used anymore
-char           texture_directory[128];
+char texture_directory[128];
 // if true, the texture window will only display in-use shaders
 // if false, all the shaders in memory are displayed
 qboolean g_bShowAllShaders;
@@ -75,15 +75,15 @@ CString g_strFilter;
 
 // texture layout functions
 // TTimo: now based on shaders
-int     nActiveShadersCount;
-int     nCurrentShader;
+int nActiveShadersCount;
+int nCurrentShader;
 IShader*  pCurrentShader;
 qtexture_t  *current_texture = NULL;
-int     current_x, current_y, current_row;
+int current_x, current_y, current_row;
 
 // globals for textures
-int     texture_nummenus;
-char    texture_menunames[MAX_TEXTUREDIRS][128];
+int texture_nummenus;
+char texture_menunames[MAX_TEXTUREDIRS][128];
 
 // the list of scripts/*.shader files we need to work with
 // those are listed in shaderlist file
@@ -91,10 +91,10 @@ char    texture_menunames[MAX_TEXTUREDIRS][128];
 //   for now it's still more simple to just keep it here
 GSList *l_shaderfiles = NULL;
 
-void SelectTexture (int mx, int my, bool bShift, bool bFitScale=false);
+void SelectTexture( int mx, int my, bool bShift, bool bFitScale = false );
 
-void  Texture_MouseDown (int x, int y, int buttons);
-void  Texture_MouseMoved (int x, int y, int buttons);
+void  Texture_MouseDown( int x, int y, int buttons );
+void  Texture_MouseMoved( int x, int y, int buttons );
 
 CPtrArray g_lstSkinCache;
 
@@ -102,16 +102,15 @@ CPtrArray g_lstSkinCache;
 // m_strName is a copy of qtex->name
 struct SkinInfo
 {
-  CString m_strName;
-  int m_nTextureBind;
-  qtexture_t *m_qtex;
-  SkinInfo(const char *pName, int n, qtexture_t *qtex)
-  {
-    m_strName = pName;
-    m_nTextureBind = n;
-    m_qtex = qtex;
-  };
-  SkinInfo(){};
+       CString m_strName;
+       int m_nTextureBind;
+       qtexture_t *m_qtex;
+       SkinInfo( const char *pName, int n, qtexture_t *qtex ){
+               m_strName = pName;
+               m_nTextureBind = n;
+               m_qtex = qtex;
+       };
+       SkinInfo(){};
 };
 
 // =============================================================================
@@ -121,1497 +120,1461 @@ struct SkinInfo
 //
 // FIXME: fix this to be generic from project file
 //
-int GetTextureExtensionCount()
-{
-  // hardcoded hack for png support
-  if (g_pGameDescription->mGameFile == "sof2.game")
-    return 3;
-  else
-    return 2;
+int GetTextureExtensionCount(){
+       // hardcoded hack for png support
+       if ( g_pGameDescription->mGameFile == "sof2.game" ) {
+               return 3;
+       }
+       else{
+               return 2;
+       }
 }
 
-const char* GetTextureExtension(int nIndex)
-{
-  switch(nIndex)
-  {
-    case 0:
-      return "tga";
-      break;
-    case 1:
-      return "jpg";
-      break;
-    case 2:
-      return "png";
-      break;
-    default:
-      return NULL;
-  }
+const char* GetTextureExtension( int nIndex ){
+       switch ( nIndex )
+       {
+       case 0:
+               return "tga";
+               break;
+       case 1:
+               return "jpg";
+               break;
+       case 2:
+               return "png";
+               break;
+       default:
+               return NULL;
+       }
 }
 
 /*
-==============
-Texture_InitPalette
-==============
-*/
-void Texture_InitPalette (byte *pal)
-{
-  int   r,g,b;
-  int   i;
-  int   inf;
-  byte  gammatable[256];
-  float gamma;
-
-  gamma = g_qeglobals.d_savedinfo.fGamma;
-
-  if (gamma == 1.0)
-  {
-    for (i=0 ; i<256 ; i++)
-      gammatable[i] = i;
-  } else
-  {
-    for (i=0 ; i<256 ; i++)
-    {
-      inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f , gamma ) + 0.5f );
-      if (inf < 0)
-        inf = 0;
-      if (inf > 255)
-        inf = 255;
-      gammatable[i] = inf;
-    }
-  }
-
-  for (i=0 ; i<256 ; i++)
-  {
-    r = gammatable[pal[0]];
-    g = gammatable[pal[1]];
-    b = gammatable[pal[2]];
-    pal += 3;
-
-    //v = (r<<24) + (g<<16) + (b<<8) + 255;
-    //v = BigLong (v);
-
-    //tex_palette[i] = v;
-    tex_palette[i*3+0] = r;
-    tex_palette[i*3+1] = g;
-    tex_palette[i*3+2] = b;
-  }
+   ==============
+   Texture_InitPalette
+   ==============
+ */
+void Texture_InitPalette( byte *pal ){
+       int r,g,b;
+       int i;
+       int inf;
+       byte gammatable[256];
+       float gamma;
+
+       gamma = g_qeglobals.d_savedinfo.fGamma;
+
+       if ( gamma == 1.0 ) {
+               for ( i = 0 ; i < 256 ; i++ )
+                       gammatable[i] = i;
+       }
+       else
+       {
+               for ( i = 0 ; i < 256 ; i++ )
+               {
+                       inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f, gamma ) + 0.5f );
+                       if ( inf < 0 ) {
+                               inf = 0;
+                       }
+                       if ( inf > 255 ) {
+                               inf = 255;
+                       }
+                       gammatable[i] = inf;
+               }
+       }
+
+       for ( i = 0 ; i < 256 ; i++ )
+       {
+               r = gammatable[pal[0]];
+               g = gammatable[pal[1]];
+               b = gammatable[pal[2]];
+               pal += 3;
+
+               //v = (r<<24) + (g<<16) + (b<<8) + 255;
+               //v = BigLong (v);
+
+               //tex_palette[i] = v;
+               tex_palette[i * 3 + 0] = r;
+               tex_palette[i * 3 + 1] = g;
+               tex_palette[i * 3 + 2] = b;
+       }
 }
 
-void SetTexParameters (void)
-{
-  qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture_mode );
-
-  switch ( texture_mode )
-  {
-  case GL_NEAREST:
-  case GL_NEAREST_MIPMAP_NEAREST:
-  case GL_NEAREST_MIPMAP_LINEAR:
-    qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
-    break;
-  case GL_LINEAR:
-  case GL_LINEAR_MIPMAP_NEAREST:
-  case GL_LINEAR_MIPMAP_LINEAR:
-    qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-    break;
-  }
+void SetTexParameters( void ){
+       qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture_mode );
+
+       switch ( texture_mode )
+       {
+       case GL_NEAREST:
+       case GL_NEAREST_MIPMAP_NEAREST:
+       case GL_NEAREST_MIPMAP_LINEAR:
+               qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+               break;
+       case GL_LINEAR:
+       case GL_LINEAR_MIPMAP_NEAREST:
+       case GL_LINEAR_MIPMAP_LINEAR:
+               qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+               break;
+       }
 }
 
 /*
-============
-Texture_SetMode
-============
-*/
-void Texture_SetMode(int iMenu)
-{
-  int iMode;
-  qboolean texturing = true;
-  gpointer item = NULL;
-
-  switch (iMenu)
-  {
-  case ID_VIEW_NEAREST:
-    item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_nearest");
-    iMode = GL_NEAREST;
-    break;
-  case ID_VIEW_NEARESTMIPMAP:
-    item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_nearestmipmap");
-    iMode = GL_NEAREST_MIPMAP_NEAREST;
-    break;
-  case ID_VIEW_LINEAR:
-    item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_linear");
-    iMode = GL_LINEAR;
-    break;
-  case ID_VIEW_BILINEAR:
-    item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_bilinear");
-    iMode = GL_NEAREST_MIPMAP_LINEAR;
-    break;
-  case ID_VIEW_BILINEARMIPMAP:
-    item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_bilinearmipmap");
-    iMode = GL_LINEAR_MIPMAP_NEAREST;
-    break;
-  case ID_VIEW_TRILINEAR:
-    item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_trilinear");
-    iMode = GL_LINEAR_MIPMAP_LINEAR;
-    break;
-  case ID_TEXTURES_WIREFRAME:
-    item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_wireframe");
-    iMode = -1;
-    texturing = false;
-    break;
-  case ID_TEXTURES_FLATSHADE:
-    item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_flatshade");
-    iMode = -1;
-    texturing = false;
-    break;
-  default:
-    return;
-  }
-
-  g_qeglobals.d_savedinfo.iTexMenu = iMenu;
-  // NOTE: texture_mode is a GLenum used directly in glTexParameter
-  if(iMode!=-1) texture_mode = iMode;
-
-  g_bIgnoreCommands++;
-  if (item != NULL)
-    gtk_check_menu_item_set_active (GTK_CHECK_MENU_ITEM (item), TRUE);
-  g_bIgnoreCommands--;
-
-  if (texturing)
-    SetTexParameters ();
-
-  if ( !texturing && iMenu == ID_TEXTURES_WIREFRAME)
-  {
-    g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_wire;
-    Map_BuildBrushData();
-    Sys_UpdateWindows (W_ALL);
-    return;
-  } else if ( !texturing && iMenu == ID_TEXTURES_FLATSHADE)
-  {
-    g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_solid;
-    Map_BuildBrushData();
-    Sys_UpdateWindows (W_ALL);
-    return;
-  }
-
-  for (qtexture_t *q = g_qeglobals.d_qtextures; q; q = q->next)
-  {
-    qglBindTexture (GL_TEXTURE_2D, q->texture_number);
-    SetTexParameters ();
-  }
-
-  // select the default texture
-  qglBindTexture( GL_TEXTURE_2D, 0 );
-
-  qglFinish();
-
-  if (g_pParentWnd->GetCamWnd()->Camera()->draw_mode != cd_texture)
-  {
-    g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_texture;
-    Map_BuildBrushData();
-  }
-
-  Sys_UpdateWindows (W_ALL);
+   ============
+   Texture_SetMode
+   ============
+ */
+void Texture_SetMode( int iMenu ){
+       int iMode;
+       qboolean texturing = true;
+       gpointer item = NULL;
+
+       switch ( iMenu )
+       {
+       case ID_VIEW_NEAREST:
+               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_nearest" );
+               iMode = GL_NEAREST;
+               break;
+       case ID_VIEW_NEARESTMIPMAP:
+               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_nearestmipmap" );
+               iMode = GL_NEAREST_MIPMAP_NEAREST;
+               break;
+       case ID_VIEW_LINEAR:
+               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_linear" );
+               iMode = GL_LINEAR;
+               break;
+       case ID_VIEW_BILINEAR:
+               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_bilinear" );
+               iMode = GL_NEAREST_MIPMAP_LINEAR;
+               break;
+       case ID_VIEW_BILINEARMIPMAP:
+               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_bilinearmipmap" );
+               iMode = GL_LINEAR_MIPMAP_NEAREST;
+               break;
+       case ID_VIEW_TRILINEAR:
+               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_trilinear" );
+               iMode = GL_LINEAR_MIPMAP_LINEAR;
+               break;
+       case ID_TEXTURES_WIREFRAME:
+               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_wireframe" );
+               iMode = -1;
+               texturing = false;
+               break;
+       case ID_TEXTURES_FLATSHADE:
+               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_flatshade" );
+               iMode = -1;
+               texturing = false;
+               break;
+       default:
+               return;
+       }
+
+       g_qeglobals.d_savedinfo.iTexMenu = iMenu;
+       // NOTE: texture_mode is a GLenum used directly in glTexParameter
+       if ( iMode != -1 ) {
+               texture_mode = iMode;
+       }
+
+       g_bIgnoreCommands++;
+       if ( item != NULL ) {
+               gtk_check_menu_item_set_active( GTK_CHECK_MENU_ITEM( item ), TRUE );
+       }
+       g_bIgnoreCommands--;
+
+       if ( texturing ) {
+               SetTexParameters();
+       }
+
+       if ( !texturing && iMenu == ID_TEXTURES_WIREFRAME ) {
+               g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_wire;
+               Map_BuildBrushData();
+               Sys_UpdateWindows( W_ALL );
+               return;
+       }
+       else if ( !texturing && iMenu == ID_TEXTURES_FLATSHADE ) {
+               g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_solid;
+               Map_BuildBrushData();
+               Sys_UpdateWindows( W_ALL );
+               return;
+       }
+
+       for ( qtexture_t *q = g_qeglobals.d_qtextures; q; q = q->next )
+       {
+               qglBindTexture( GL_TEXTURE_2D, q->texture_number );
+               SetTexParameters();
+       }
+
+       // select the default texture
+       qglBindTexture( GL_TEXTURE_2D, 0 );
+
+       qglFinish();
+
+       if ( g_pParentWnd->GetCamWnd()->Camera()->draw_mode != cd_texture ) {
+               g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_texture;
+               Map_BuildBrushData();
+       }
+
+       Sys_UpdateWindows( W_ALL );
 }
 
 /*!
-gamma correction stuff
-took out of QERApp_LoadTextureRGBA for clarity
-*/
+   gamma correction stuff
+   took out of QERApp_LoadTextureRGBA for clarity
+ */
 byte g_gammatable[256];
-void ResampleGamma(float fGamma)
-{
-  int i,inf;
-  if (fGamma == 1.0)
-  {
-    for (i = 0; i < 256; i++)
-      g_gammatable[i] = i;
-  } else
-  {
-    for (i = 0; i < 256; i++)
-    {
-      inf = (int)( 255.0f * pow( (i + 0.5f) / 255.5f , fGamma ) + 0.5f );
-      if (inf < 0)
-        inf = 0;
-      if (inf > 255)
-        inf = 255;
-      g_gammatable[i] = inf;
-    }
-  }
+void ResampleGamma( float fGamma ){
+       int i,inf;
+       if ( fGamma == 1.0 ) {
+               for ( i = 0; i < 256; i++ )
+                       g_gammatable[i] = i;
+       }
+       else
+       {
+               for ( i = 0; i < 256; i++ )
+               {
+                       inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f, fGamma ) + 0.5f );
+                       if ( inf < 0 ) {
+                               inf = 0;
+                       }
+                       if ( inf > 255 ) {
+                               inf = 255;
+                       }
+                       g_gammatable[i] = inf;
+               }
+       }
 }
 
 /*!
-this function does the actual processing of raw RGBA data into a GL texture
-it will also generate the mipmaps
-it looks like pPixels nWidth nHeight are the only relevant parameters
-*/
-qtexture_t *QERApp_LoadTextureRGBA(unsigned char* pPixels, int nWidth, int nHeight)
-{
-  static float fGamma = -1;
-  float total[3];
-  byte  *outpixels = NULL;
-  int   i, j, resampled, width2, height2, width3, height3;
-  int   max_tex_size = 0, mip = 0;
-  int   nCount = nWidth * nHeight;
-
-  if (fGamma != g_qeglobals.d_savedinfo.fGamma)
-  {
-    fGamma = g_qeglobals.d_savedinfo.fGamma;
-    ResampleGamma(fGamma);
-  }
-
-  qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
-  if (!max_tex_size)
-    max_tex_size = 1024;
-
-  qtexture_t *q = (qtexture_t*)g_malloc(sizeof(*q));
-  q->width = nWidth;
-  q->height = nHeight;
-
-  total[0] = total[1] = total[2] = 0.0f;
-
-  // resample texture gamma according to user settings
-  for (i = 0; i < (nCount * 4); i += 4)
-  {
-    for (j = 0; j < 3; j++)
-    {
-      total[j] += (pPixels + i)[j];
-      byte b = (pPixels + i)[j];
-      (pPixels + i)[j] = g_gammatable[b];
-    }
-  }
-
-  q->color[0] = total[0] / (nCount * 255);
-  q->color[1] = total[1] / (nCount * 255);
-  q->color[2] = total[2] / (nCount * 255);
-
-  qglGenTextures (1, &q->texture_number);
-
-  qglBindTexture( GL_TEXTURE_2D, q->texture_number );
-
-  SetTexParameters();
-
-  width2 = 1; while (width2 < nWidth) width2 <<= 1;
-  height2 = 1; while (height2 < nHeight) height2 <<= 1;
-
-  width3 = width2;
-  height3 = height2;
-  while (width3 > max_tex_size) width3 >>= 1;
-  while (height3 > max_tex_size) height3 >>= 1;
-  if (width3 < 1) width3 = 1;
-  if (height3 < 1) height3 = 1;
-
-  if (!(width2 == nWidth && height2 == nHeight)) {
-    resampled = 1;
-    outpixels = (byte *)malloc(width2 * height2 * 4);
-    R_ResampleTexture(pPixels, nWidth, nHeight, outpixels, width2, height2, 4);
-  } else {
-    resampled = 0;
-    outpixels = pPixels;
-  }
-
-  while (width2 > width3 || height2 > height3)
-  {
-    GL_MipReduce(outpixels, outpixels, width2, height2, width3, height3);
-
-    if (width2 > width3)
-      width2 >>= 1;
-    if (height2 > height3)
-      height2 >>= 1;
-  }
-
-  qglTexImage2D(GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);
-  while (width2 > 1 || height2 > 1)
-  {
-    GL_MipReduce(outpixels, outpixels, width2, height2, 1, 1);
-
-    if (width2 > 1)
-      width2 >>= 1;
-    if (height2 > 1)
-      height2 >>= 1;
-
-    qglTexImage2D(GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);
-  }
-
-  qglBindTexture(GL_TEXTURE_2D, 0);
-  if (resampled)
-    free(outpixels);
-
-  return q;
+   this function does the actual processing of raw RGBA data into a GL texture
+   it will also generate the mipmaps
+   it looks like pPixels nWidth nHeight are the only relevant parameters
+ */
+qtexture_t *QERApp_LoadTextureRGBA( unsigned char* pPixels, int nWidth, int nHeight ){
+       static float fGamma = -1;
+       float total[3];
+       byte  *outpixels = NULL;
+       int i, j, resampled, width2, height2, width3, height3;
+       int max_tex_size = 0, mip = 0;
+       int nCount = nWidth * nHeight;
+
+       if ( fGamma != g_qeglobals.d_savedinfo.fGamma ) {
+               fGamma = g_qeglobals.d_savedinfo.fGamma;
+               ResampleGamma( fGamma );
+       }
+
+       qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &max_tex_size );
+       if ( !max_tex_size ) {
+               max_tex_size = 1024;
+       }
+
+       qtexture_t *q = (qtexture_t*)g_malloc( sizeof( *q ) );
+       q->width = nWidth;
+       q->height = nHeight;
+
+       total[0] = total[1] = total[2] = 0.0f;
+
+       // resample texture gamma according to user settings
+       for ( i = 0; i < ( nCount * 4 ); i += 4 )
+       {
+               for ( j = 0; j < 3; j++ )
+               {
+                       total[j] += ( pPixels + i )[j];
+                       byte b = ( pPixels + i )[j];
+                       ( pPixels + i )[j] = g_gammatable[b];
+               }
+       }
+
+       q->color[0] = total[0] / ( nCount * 255 );
+       q->color[1] = total[1] / ( nCount * 255 );
+       q->color[2] = total[2] / ( nCount * 255 );
+
+       qglGenTextures( 1, &q->texture_number );
+
+       qglBindTexture( GL_TEXTURE_2D, q->texture_number );
+
+       SetTexParameters();
+
+       width2 = 1; while ( width2 < nWidth ) width2 <<= 1;
+       height2 = 1; while ( height2 < nHeight ) height2 <<= 1;
+
+       width3 = width2;
+       height3 = height2;
+       while ( width3 > max_tex_size ) width3 >>= 1;
+       while ( height3 > max_tex_size ) height3 >>= 1;
+       if ( width3 < 1 ) {
+               width3 = 1;
+       }
+       if ( height3 < 1 ) {
+               height3 = 1;
+       }
+
+       if ( !( width2 == nWidth && height2 == nHeight ) ) {
+               resampled = 1;
+               outpixels = (byte *)malloc( width2 * height2 * 4 );
+               R_ResampleTexture( pPixels, nWidth, nHeight, outpixels, width2, height2, 4 );
+       }
+       else {
+               resampled = 0;
+               outpixels = pPixels;
+       }
+
+       while ( width2 > width3 || height2 > height3 )
+       {
+               GL_MipReduce( outpixels, outpixels, width2, height2, width3, height3 );
+
+               if ( width2 > width3 ) {
+                       width2 >>= 1;
+               }
+               if ( height2 > height3 ) {
+                       height2 >>= 1;
+               }
+       }
+
+       qglTexImage2D( GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels );
+       while ( width2 > 1 || height2 > 1 )
+       {
+               GL_MipReduce( outpixels, outpixels, width2, height2, 1, 1 );
+
+               if ( width2 > 1 ) {
+                       width2 >>= 1;
+               }
+               if ( height2 > 1 ) {
+                       height2 >>= 1;
+               }
+
+               qglTexImage2D( GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels );
+       }
+
+       qglBindTexture( GL_TEXTURE_2D, 0 );
+       if ( resampled ) {
+               free( outpixels );
+       }
+
+       return q;
 }
 
 /*
-==================
-DumpUnreferencedShaders
-usefull function: dumps the list of .shader files that are not referenced to the console
-==================
-*/
-void DumpUnreferencedShaders()
-{
-  GSList *lst, *sh, *files;
-  bool bFound = false;
-
-  files = vfsGetFileList ("scripts", "shader");
-  for (lst = files; lst; lst = lst->next)
-  {
-    bool listed = false;
-
-    for (sh = l_shaderfiles; sh != NULL; sh = g_slist_next (sh))
-      if (!strcmp ((char*)sh->data, (char*)lst->data))
-      {
-        listed = true;
-        break;
-      }
-
-    if (!listed)
-    {
-      if (!bFound)
-      {
-        bFound = true;
-        Sys_FPrintf (SYS_WRN, "Following shader files are not referenced in shaderlist.txt:\n");
-      }
-      Sys_FPrintf (SYS_WRN, "%s\n", (char*)lst->data);
-    }
-  }
-
-  vfsClearFileDirList (&files);
+   ==================
+   DumpUnreferencedShaders
+   usefull function: dumps the list of .shader files that are not referenced to the console
+   ==================
+ */
+void DumpUnreferencedShaders(){
+       GSList *lst, *sh, *files;
+       bool bFound = false;
+
+       files = vfsGetFileList( "scripts", "shader" );
+       for ( lst = files; lst; lst = lst->next )
+       {
+               bool listed = false;
+
+               for ( sh = l_shaderfiles; sh != NULL; sh = g_slist_next( sh ) )
+                       if ( !strcmp( (char*)sh->data, (char*)lst->data ) ) {
+                               listed = true;
+                               break;
+                       }
+
+               if ( !listed ) {
+                       if ( !bFound ) {
+                               bFound = true;
+                               Sys_FPrintf( SYS_WRN, "Following shader files are not referenced in shaderlist.txt:\n" );
+                       }
+                       Sys_FPrintf( SYS_WRN, "%s\n", (char*)lst->data );
+               }
+       }
+
+       vfsClearFileDirList( &files );
 }
 
 /*
-==================
-BuildShaderList
-build a CStringList of shader names
-==================
-*/
-void BuildShaderList()
-{
-  int count;
-  char filename[1024];
-  char *pBuff;
-  char dirstring[NAME_MAX];
-  int nLen;
-  if (l_shaderfiles!=NULL)
-  {
-    g_slist_free(l_shaderfiles);
-    l_shaderfiles = NULL;
-  }
-
-  if (g_pGameDescription->mGameFile != "hl.game")
-  {
-    strcpy(filename, g_pGameDescription->mShaderlist.GetBuffer());
-    count = vfsGetFileCount(filename, 0 );
-    if (count==0)
-    {
-      Sys_FPrintf(SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
-      return;
-    }
-    // NOTE TTimo we use vfsGetFullPath solely to get the full path of the shader list we are gonna load
-    //   but we actually send the relative path to vfsLoadFile
-    //   so let's hope there is no disparity between the two functions
-    if (!vfsGetFullPath(filename, 0, 0))
-    {
-      Sys_FPrintf(SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
-      return;
-    }
-    Sys_Printf("Parsing shader files from %s\n", vfsGetFullPath(filename, 0, 0));
-    nLen = vfsLoadFile (filename, reinterpret_cast<void**>(&pBuff), 0);
-    if (nLen > 0)
-    {
-      StartTokenParsing(pBuff);
-      nLen = 0;
-      while (GetToken(true))
-      {
-        GSList *tmp;
-        bool found = false;
-
-        // each token should be a shader filename
-        sprintf(dirstring, "%s.shader", token);
-
-        for (tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next)
-        {
-          if (!strcmp (dirstring, (char*)tmp->data))
-          {
-            found = true;
-            Sys_FPrintf(SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data);
-            break;
-          }
-        }
-
-        if (!found)
-        {
-          l_shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
-          nLen++;
-        }
-      }
-      g_free(pBuff);
-    }
-  }
+   ==================
+   BuildShaderList
+   build a CStringList of shader names
+   ==================
+ */
+void BuildShaderList(){
+       int count;
+       char filename[1024];
+       char *pBuff;
+       char dirstring[NAME_MAX];
+       int nLen;
+       if ( l_shaderfiles != NULL ) {
+               g_slist_free( l_shaderfiles );
+               l_shaderfiles = NULL;
+       }
+
+       if ( g_pGameDescription->mGameFile != "hl.game" ) {
+               strcpy( filename, g_pGameDescription->mShaderlist.GetBuffer() );
+               count = vfsGetFileCount( filename, 0 );
+               if ( count == 0 ) {
+                       Sys_FPrintf( SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
+                       return;
+               }
+               // NOTE TTimo we use vfsGetFullPath solely to get the full path of the shader list we are gonna load
+               //   but we actually send the relative path to vfsLoadFile
+               //   so let's hope there is no disparity between the two functions
+               if ( !vfsGetFullPath( filename, 0, 0 ) ) {
+                       Sys_FPrintf( SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
+                       return;
+               }
+               Sys_Printf( "Parsing shader files from %s\n", vfsGetFullPath( filename, 0, 0 ) );
+               nLen = vfsLoadFile( filename, reinterpret_cast<void**>( &pBuff ), 0 );
+               if ( nLen > 0 ) {
+                       StartTokenParsing( pBuff );
+                       nLen = 0;
+                       while ( GetToken( true ) )
+                       {
+                               GSList *tmp;
+                               bool found = false;
+
+                               // each token should be a shader filename
+                               sprintf( dirstring, "%s.shader", token );
+
+                               for ( tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next )
+                               {
+                                       if ( !strcmp( dirstring, (char*)tmp->data ) ) {
+                                               found = true;
+                                               Sys_FPrintf( SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data );
+                                               break;
+                                       }
+                               }
+
+                               if ( !found ) {
+                                       l_shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
+                                       nLen++;
+                               }
+                       }
+                       g_free( pBuff );
+               }
+       }
 }
 
 /*
-==================
-FillTextureMenu
-
-==================
-*/
-void ClearGSList (GSList* lst)
-{
-  GSList *p = lst;
-  while (p)
-  {
-    free (p->data);
-    p = g_slist_remove (p, p->data);
-  }
+   ==================
+   FillTextureMenu
+
+   ==================
+ */
+void ClearGSList( GSList* lst ){
+       GSList *p = lst;
+       while ( p )
+       {
+               free( p->data );
+               p = g_slist_remove( p, p->data );
+       }
 }
 
-void FillTextureMenu (GSList** pArray)
-{
-  GtkWidget *menu, *sep, *item; // point to the Textures GtkMenu and to the last separator
-  GList *lst;
-  GSList *texdirs = NULL;
-  GSList *texdirs_tmp = NULL;
-  GSList *p;
-  char dirRoot[NAME_MAX];
-
-  // delete everything
-  menu = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures"));
-  sep = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures_separator"));
-  lst = g_list_find (gtk_container_children (GTK_CONTAINER (menu)), sep);
-  while (lst->next)
-  {
-    // these delete functions are recursive, it's gonna free all submenus
-    gtk_widget_destroy (GTK_WIDGET (lst->next->data));
-    // lst is no longer relevant, need to get it again
-    lst = g_list_find (gtk_container_children (GTK_CONTAINER (menu)), sep);
-  }
-
-  texture_nummenus = 0;
-
-  // add everything
-  if (!g_qeglobals.d_project_entity)
-    return;
-
-  // scan texture dirs and pak files only if not restricting to shaderlist
-  if (!g_PrefsDlg.m_bTexturesShaderlistOnly)
-  {
-    texdirs_tmp = vfsGetDirList ("textures/");
-    for (p=texdirs_tmp; p; p=g_slist_next(p))
-    {
-      // Hydra: erm, this didn't used to do anything except leak memory...
-      // For Halflife support this is required to work however.
-      // g_slist_append(texdirs, p->data);
-      texdirs = g_slist_append(texdirs, strdup((char *)p->data));
-    }
-    vfsClearFileDirList (&texdirs_tmp);
-  }
-
-  // scan the shaders in shaderlist.txt
-  BuildShaderList ();
-  PreloadShaders ();
-  DumpUnreferencedShaders ();
-  while (l_shaderfiles != NULL)
-  {
-    char shaderfile[PATH_MAX];
-    gboolean found = FALSE;
-
-    ExtractFileName ((char*)l_shaderfiles->data, shaderfile);
-    StripExtension (shaderfile);
-    g_strdown (shaderfile);
-
-    for (GSList *tmp = texdirs; tmp; tmp = g_slist_next (tmp))
-      if (!strcasecmp ((char*)tmp->data, shaderfile))
-      {
-             found = TRUE;
-             break;
-      }
-
-    if (!found)
-      texdirs = g_slist_prepend (texdirs, strdup (shaderfile));
-
-    free (l_shaderfiles->data);
-    l_shaderfiles = g_slist_remove (l_shaderfiles, l_shaderfiles->data);
-  }
-
-  // sort the list
-  texdirs = g_slist_sort (texdirs, (GCompareFunc)strcmp);
-
-  GSList *temp = texdirs;
-  while (temp)
-  {
-    char* ptr = strchr ((char*)temp->data, '_');
-
-    // do we shrink the menus?
-    if (ptr != NULL)
-    {
-      // extract the root
-      strcpy (dirRoot, (char*)temp->data);
-      dirRoot[ptr - (char*)temp->data + 1] = 0;
-
-      // we shrink only if we have at least two things to shrink :-)
-      if (temp->next && (strstr ((char*)temp->next->data, dirRoot) == (char*)temp->next->data))
-      {
-             GtkWidget *pSubMenu = gtk_menu_new ();
-        GtkWidget *pSubMenuRef = pSubMenu;
-             // keep going...
-             do
-             {
-               item = gtk_menu_item_new_with_label ((char*)temp->data);
-               gtk_widget_show (item);
-          CheckMenuSplitting (pSubMenu);
-               gtk_container_add (GTK_CONTAINER (pSubMenu), item);
-               gtk_signal_connect (GTK_OBJECT (item), "activate", GTK_SIGNAL_FUNC (HandleCommand),
-                                   GINT_TO_POINTER (CMD_TEXTUREWAD+texture_nummenus));
-
-               strcpy (texture_menunames[texture_nummenus], (char*)temp->data);
-               strcat (texture_menunames[texture_nummenus], "/");
-               if (pArray)
-                 *pArray = g_slist_append (*pArray, strdup ((char*)temp->data));
-               if (++texture_nummenus == MAX_TEXTUREDIRS)
-               {
-                 Sys_Printf("WARNING: max texture directories count has been reached!\n");
-                 // push submenu and get out
-                 item = gtk_menu_item_new_with_label (dirRoot);
-                 gtk_widget_show (item);
-                 gtk_container_add (GTK_CONTAINER (menu), item);
-                 gtk_menu_item_set_submenu (GTK_MENU_ITEM (item), pSubMenu);
-                 ClearGSList (texdirs);
-                 return;
-               }
-               temp = temp->next;
-             }
-        while (temp && (strstr((char*)temp->data, dirRoot)==temp->data));
-
-        ptr = strchr (dirRoot, '_');
-        *ptr = 0;
-             item = gtk_menu_item_new_with_label (dirRoot);
-             gtk_widget_show (item);
-             CheckMenuSplitting (menu);
-             gtk_container_add (GTK_CONTAINER (menu), item);
-        gtk_menu_item_set_submenu (GTK_MENU_ITEM (item), pSubMenuRef);
-             continue;
-      }
-    }
-
-    item = gtk_menu_item_new_with_label ((char*)temp->data);
-    gtk_widget_show (item);
-    CheckMenuSplitting (menu);
-    gtk_container_add (GTK_CONTAINER (menu), item);
-    gtk_signal_connect (GTK_OBJECT (item), "activate", GTK_SIGNAL_FUNC (HandleCommand),
-                        GINT_TO_POINTER (CMD_TEXTUREWAD+texture_nummenus));
-
-    strcpy (texture_menunames[texture_nummenus], (char*)temp->data);
-    strcat (texture_menunames[texture_nummenus], "/");
-    if (pArray)
-      *pArray = g_slist_append (*pArray, strdup ((char*)temp->data));
-    if (++texture_nummenus == MAX_TEXTUREDIRS)
-    {
-      Sys_Printf("WARNING: max texture directories count has been reached!\n");
-      ClearGSList (texdirs);
-      return;
-    }
-
-    temp = temp->next;
-  }
-  ClearGSList (texdirs);
+void FillTextureMenu( GSList** pArray ){
+       GtkWidget *menu, *sep, *item; // point to the Textures GtkMenu and to the last separator
+       GList *lst;
+       GSList *texdirs = NULL;
+       GSList *texdirs_tmp = NULL;
+       GSList *p;
+       char dirRoot[NAME_MAX];
+
+       // delete everything
+       menu = GTK_WIDGET( g_object_get_data( G_OBJECT( g_qeglobals_gui.d_main_window ), "menu_textures" ) );
+       sep = GTK_WIDGET( g_object_get_data( G_OBJECT( g_qeglobals_gui.d_main_window ), "menu_textures_separator" ) );
+       lst = g_list_find( gtk_container_children( GTK_CONTAINER( menu ) ), sep );
+       while ( lst->next )
+       {
+               // these delete functions are recursive, it's gonna free all submenus
+               gtk_widget_destroy( GTK_WIDGET( lst->next->data ) );
+               // lst is no longer relevant, need to get it again
+               lst = g_list_find( gtk_container_children( GTK_CONTAINER( menu ) ), sep );
+       }
+
+       texture_nummenus = 0;
+
+       // add everything
+       if ( !g_qeglobals.d_project_entity ) {
+               return;
+       }
+
+       // scan texture dirs and pak files only if not restricting to shaderlist
+       if ( !g_PrefsDlg.m_bTexturesShaderlistOnly ) {
+               texdirs_tmp = vfsGetDirList( "textures/" );
+               for ( p = texdirs_tmp; p; p = g_slist_next( p ) )
+               {
+                       // Hydra: erm, this didn't used to do anything except leak memory...
+                       // For Halflife support this is required to work however.
+                       // g_slist_append(texdirs, p->data);
+                       texdirs = g_slist_append( texdirs, strdup( (char *)p->data ) );
+               }
+               vfsClearFileDirList( &texdirs_tmp );
+       }
+
+       // scan the shaders in shaderlist.txt
+       BuildShaderList();
+       PreloadShaders();
+       DumpUnreferencedShaders();
+       while ( l_shaderfiles != NULL )
+       {
+               char shaderfile[PATH_MAX];
+               gboolean found = FALSE;
+
+               ExtractFileName( (char*)l_shaderfiles->data, shaderfile );
+               StripExtension( shaderfile );
+               g_strdown( shaderfile );
+
+               for ( GSList *tmp = texdirs; tmp; tmp = g_slist_next( tmp ) )
+                       if ( !strcasecmp( (char*)tmp->data, shaderfile ) ) {
+                               found = TRUE;
+                               break;
+                       }
+
+               if ( !found ) {
+                       texdirs = g_slist_prepend( texdirs, strdup( shaderfile ) );
+               }
+
+               free( l_shaderfiles->data );
+               l_shaderfiles = g_slist_remove( l_shaderfiles, l_shaderfiles->data );
+       }
+
+       // sort the list
+       texdirs = g_slist_sort( texdirs, (GCompareFunc)strcmp );
+
+       GSList *temp = texdirs;
+       while ( temp )
+       {
+               char* ptr = strchr( (char*)temp->data, '_' );
+
+               // do we shrink the menus?
+               if ( ptr != NULL ) {
+                       // extract the root
+                       strcpy( dirRoot, (char*)temp->data );
+                       dirRoot[ptr - (char*)temp->data + 1] = 0;
+
+                       // we shrink only if we have at least two things to shrink :-)
+                       if ( temp->next && ( strstr( (char*)temp->next->data, dirRoot ) == (char*)temp->next->data ) ) {
+                               GtkWidget *pSubMenu = gtk_menu_new();
+                               GtkWidget *pSubMenuRef = pSubMenu;
+                               // keep going...
+                               do
+                               {
+                                       item = gtk_menu_item_new_with_label( (char*)temp->data );
+                                       gtk_widget_show( item );
+                                       CheckMenuSplitting( pSubMenu );
+                                       gtk_container_add( GTK_CONTAINER( pSubMenu ), item );
+                                       gtk_signal_connect( GTK_OBJECT( item ), "activate", GTK_SIGNAL_FUNC( HandleCommand ),
+                                                                               GINT_TO_POINTER( CMD_TEXTUREWAD + texture_nummenus ) );
+
+                                       strcpy( texture_menunames[texture_nummenus], (char*)temp->data );
+                                       strcat( texture_menunames[texture_nummenus], "/" );
+                                       if ( pArray ) {
+                                               *pArray = g_slist_append( *pArray, strdup( (char*)temp->data ) );
+                                       }
+                                       if ( ++texture_nummenus == MAX_TEXTUREDIRS ) {
+                                               Sys_Printf( "WARNING: max texture directories count has been reached!\n" );
+                                               // push submenu and get out
+                                               item = gtk_menu_item_new_with_label( dirRoot );
+                                               gtk_widget_show( item );
+                                               gtk_container_add( GTK_CONTAINER( menu ), item );
+                                               gtk_menu_item_set_submenu( GTK_MENU_ITEM( item ), pSubMenu );
+                                               ClearGSList( texdirs );
+                                               return;
+                                       }
+                                       temp = temp->next;
+                               }
+                               while ( temp && ( strstr( (char*)temp->data, dirRoot ) == temp->data ) );
+
+                               ptr = strchr( dirRoot, '_' );
+                               *ptr = 0;
+                               item = gtk_menu_item_new_with_label( dirRoot );
+                               gtk_widget_show( item );
+                               CheckMenuSplitting( menu );
+                               gtk_container_add( GTK_CONTAINER( menu ), item );
+                               gtk_menu_item_set_submenu( GTK_MENU_ITEM( item ), pSubMenuRef );
+                               continue;
+                       }
+               }
+
+               item = gtk_menu_item_new_with_label( (char*)temp->data );
+               gtk_widget_show( item );
+               CheckMenuSplitting( menu );
+               gtk_container_add( GTK_CONTAINER( menu ), item );
+               gtk_signal_connect( GTK_OBJECT( item ), "activate", GTK_SIGNAL_FUNC( HandleCommand ),
+                                                       GINT_TO_POINTER( CMD_TEXTUREWAD + texture_nummenus ) );
+
+               strcpy( texture_menunames[texture_nummenus], (char*)temp->data );
+               strcat( texture_menunames[texture_nummenus], "/" );
+               if ( pArray ) {
+                       *pArray = g_slist_append( *pArray, strdup( (char*)temp->data ) );
+               }
+               if ( ++texture_nummenus == MAX_TEXTUREDIRS ) {
+                       Sys_Printf( "WARNING: max texture directories count has been reached!\n" );
+                       ClearGSList( texdirs );
+                       return;
+               }
+
+               temp = temp->next;
+       }
+       ClearGSList( texdirs );
 }
 
 /*
-==============
-Texture_ShowDirectory
-relies on texture_directory global for the directory to use
-called by
-  void Texture_ShowDirectory (int menunum, bool bLinked)
-  void Texture_ShowDirectory (char* pPath, bool bLinked)
-1) Load the shaders for the given directory
-2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
-NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
-  available through the IShaders interface
-NOTE: for texture window layout:
-  all shaders are stored with alphabetical order after load
-  previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
-  ( the GL textures are not flushed though)
-==============
-*/
-void Texture_ShowDirectory ()
-{
-  char  name[1024];
-  char  dirstring[1024];
-  CString strTemp;
-  int shaders_count = 0;
-  int textures_count = 0;
-  GSList *files = NULL, *temp;
-
-  g_bScreenUpdates = false;
-
-  // refresh the in-use textures: that will clear the IsDisplayed flag on unused stuff
-  // and leave it on in-use so they'll still be displayed
-  Texture_ShowInuse();
-  // and textures loaded in the following lines will be displayed as well...
-  // NOTE: shaders that are not in use but have been loaded previously are still in memory. But they don't get displayed.
-
-  g_qeglobals.d_texturewin.originy = 0;
-  // load texture_directory.shader
-  // NOTE: because of above call to Texture_ClearInuse, g_ActiveShaders will have the newly loaded shaders only
-  // we'll use that later to check if textures have a shader associated or not
-  // NOTE: all shaders loaded through QERApp_LoadShadersFromDir will get their InUse flag to True, we'll need a call to Texture_ShowInUse for later cleanup/adjustment
-  // NOTE: QERApp_LoadShadersFromDir has two criterions for loading a shader:
-  //   the shaderfile is texture_directory (like "museum" will load everything in museum.shader)
-  //   the shader name contains texture_directory (like "base_floor" will load museum.shader::base_floor/concfloor_rain)
-  shaders_count = QERApp_LoadShadersFromDir(texture_directory);
-  // load remaining texture files
-  // if a texture is already in use to represent a shader, ignore it
-
-  // need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
-
-  sprintf (dirstring, "textures/%s", texture_directory);
-  g_ImageManager.BeginExtensionsScan();
-  const char* ext;
-  while((ext=g_ImageManager.GetNextExtension()) != NULL)
-  {
-    files = g_slist_concat(files, vfsGetFileList (dirstring, ext));
-  }
-
-  for (temp = files; temp; temp = temp->next)
-  {
-    sprintf(name, "%s%s", texture_directory, (char*)temp->data);
-
-      StripExtension (name);
-      strTemp = name;
-      strTemp.MakeLower();
-
-    if (strTemp.Find(".specular") >= 0 ||
-         strTemp.Find(".glow") >= 0 ||
-         strTemp.Find(".bump") >= 0 ||
-         strTemp.Find(".diffuse") >= 0 ||
-         strTemp.Find(".blend") >= 0 ||
-              strTemp.Find(".alpha") >= 0)
-         continue;
-
-    // avoid ever loading a texture name with spaces
-    if (strTemp.Find(" ") >= 0)
-    {
-      Sys_FPrintf(SYS_WRN, "WARNING: Skipping texture name with spaces [%s]\n", strTemp.GetBuffer());
-      continue;
-    }
-
-    // build a texture name that fits the conventions for qtexture_t::name
-    char stdName[1024];
-    sprintf( stdName, "textures/%s", name );
-    // check if this texture doesn't have a shader
-    if (!QERApp_ActiveShader_ForTextureName( stdName ))
-    {
-      QERApp_CreateShader_ForTextureName (stdName);
-      textures_count++;
-    }
-  }
-
-  Sys_Printf("Loaded %d shaders and created default shader for %d orphan textures.\n",
-            shaders_count, textures_count );
-
-  vfsClearFileDirList (&files);
-
-  // sort for displaying
-  QERApp_SortActiveShaders();
-
-  sprintf (name, "Textures: %s", texture_directory);
-  gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
-
-  // select the first texture in the list
-  if (!g_qeglobals.d_texturewin.texdef.GetName()[0])
-    SelectTexture (16, g_qeglobals.d_texturewin.height -16, false);
-
-  g_bScreenUpdates = true;
-
-  Sys_UpdateWindows (W_TEXTURE);
+   ==============
+   Texture_ShowDirectory
+   relies on texture_directory global for the directory to use
+   called by
+   void Texture_ShowDirectory (int menunum, bool bLinked)
+   void        Texture_ShowDirectory (char* pPath, bool bLinked)
+   1) Load the shaders for the given directory
+   2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
+   NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
+   available through the IShaders interface
+   NOTE: for texture window layout:
+   all shaders are stored with alphabetical order after load
+   previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
+   ( the GL textures are not flushed though)
+   ==============
+ */
+void Texture_ShowDirectory(){
+       char name[1024];
+       char dirstring[1024];
+       CString strTemp;
+       int shaders_count = 0;
+       int textures_count = 0;
+       GSList *files = NULL, *temp;
+
+       g_bScreenUpdates = false;
+
+       // refresh the in-use textures: that will clear the IsDisplayed flag on unused stuff
+       // and leave it on in-use so they'll still be displayed
+       Texture_ShowInuse();
+       // and textures loaded in the following lines will be displayed as well...
+       // NOTE: shaders that are not in use but have been loaded previously are still in memory. But they don't get displayed.
+
+       g_qeglobals.d_texturewin.originy = 0;
+       // load texture_directory.shader
+       // NOTE: because of above call to Texture_ClearInuse, g_ActiveShaders will have the newly loaded shaders only
+       // we'll use that later to check if textures have a shader associated or not
+       // NOTE: all shaders loaded through QERApp_LoadShadersFromDir will get their InUse flag to True, we'll need a call to Texture_ShowInUse for later cleanup/adjustment
+       // NOTE: QERApp_LoadShadersFromDir has two criterions for loading a shader:
+       //   the shaderfile is texture_directory (like "museum" will load everything in museum.shader)
+       //   the shader name contains texture_directory (like "base_floor" will load museum.shader::base_floor/concfloor_rain)
+       shaders_count = QERApp_LoadShadersFromDir( texture_directory );
+       // load remaining texture files
+       // if a texture is already in use to represent a shader, ignore it
+
+       // need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
+
+       sprintf( dirstring, "textures/%s", texture_directory );
+       g_ImageManager.BeginExtensionsScan();
+       const char* ext;
+       while ( ( ext = g_ImageManager.GetNextExtension() ) != NULL )
+       {
+               files = g_slist_concat( files, vfsGetFileList( dirstring, ext ) );
+       }
+
+       for ( temp = files; temp; temp = temp->next )
+       {
+               sprintf( name, "%s%s", texture_directory, (char*)temp->data );
+
+               StripExtension( name );
+               strTemp = name;
+               strTemp.MakeLower();
+
+               if ( strTemp.Find( ".specular" ) >= 0 ||
+                        strTemp.Find( ".glow" ) >= 0 ||
+                        strTemp.Find( ".bump" ) >= 0 ||
+                        strTemp.Find( ".diffuse" ) >= 0 ||
+                        strTemp.Find( ".blend" ) >= 0 ||
+                        strTemp.Find( ".alpha" ) >= 0 ) {
+                       continue;
+               }
+
+               // avoid ever loading a texture name with spaces
+               if ( strTemp.Find( " " ) >= 0 ) {
+                       Sys_FPrintf( SYS_WRN, "WARNING: Skipping texture name with spaces [%s]\n", strTemp.GetBuffer() );
+                       continue;
+               }
+
+               // build a texture name that fits the conventions for qtexture_t::name
+               char stdName[1024];
+               sprintf( stdName, "textures/%s", name );
+               // check if this texture doesn't have a shader
+               if ( !QERApp_ActiveShader_ForTextureName( stdName ) ) {
+                       QERApp_CreateShader_ForTextureName( stdName );
+                       textures_count++;
+               }
+       }
+
+       Sys_Printf( "Loaded %d shaders and created default shader for %d orphan textures.\n",
+                               shaders_count, textures_count );
+
+       vfsClearFileDirList( &files );
+
+       // sort for displaying
+       QERApp_SortActiveShaders();
+
+       sprintf( name, "Textures: %s", texture_directory );
+       gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
+
+       // select the first texture in the list
+       if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
+               SelectTexture( 16, g_qeglobals.d_texturewin.height - 16, false );
+       }
+
+       g_bScreenUpdates = true;
+
+       Sys_UpdateWindows( W_TEXTURE );
 }
 
 /*
-==============
-Texture_ShowDirectory
-1) Load the shaders for the given directory
-2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
-NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
-  available through the IShaders interface
-==============
-*/
-void Texture_ShowDirectory (int menunum)
-{
-  strcpy (texture_directory, texture_menunames[menunum-CMD_TEXTUREWAD]);
-  Texture_ShowDirectory();
+   ==============
+   Texture_ShowDirectory
+   1) Load the shaders for the given directory
+   2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
+   NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
+   available through the IShaders interface
+   ==============
+ */
+void Texture_ShowDirectory( int menunum ){
+       strcpy( texture_directory, texture_menunames[menunum - CMD_TEXTUREWAD] );
+       Texture_ShowDirectory();
 }
 
 // scroll origin so the current texture is completely on screen
 // if current texture is not displayed, nothing is changed
-void Texture_ResetPosition()
-{
-  qtexture_t  *q;
-  int  x,y;
-
-  //this shouldn't ever happen, we startup with notex
-  if (!g_qeglobals.d_texturewin.texdef.GetName()[0]) {
-    return;
-  }
-
-  // otherwise position with current texture shown
-  // this used to be in Texture_SetTexture
-  Texture_StartPos ();
-  while (1)
-  {
-    // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
-    Texture_NextPos (&x, &y);
-    q = current_texture;
-    // if the current texture never found (because // 'show shaders' is off,
-    // for example), do nothing
-    if (!q)
-      break;
-
-    int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
-    // we have found when texdef->name and the shader name match
-    // NOTE: as everywhere else for our comparisons, we are not case sensitive
-    if (!strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ))
-    {
-      // take care of calls before initialized
-      if ( !g_qeglobals.d_texturewin.height) {
-        g_qeglobals.d_texturewin.originy = 0;
-        break;
-      }
-      // if the bottom of our selected texture will fit with origin 0, use that
-      // to prevent scrolling uglyness (stuff scrolled off screen when
-      // everything would fit)
-      if ( -(y -nHeight-2*FONT_HEIGHT) <  g_qeglobals.d_texturewin.height) {
-        g_qeglobals.d_texturewin.originy = 0;
-        break;
-      }
-      // if current is off the top of the window, move it to the top
-      if (y > g_qeglobals.d_texturewin.originy)
-      {
-        g_qeglobals.d_texturewin.originy = y;
-        break;
-      }
-
-      // if current is off the bottom, put it on the bottom
-      if (y-nHeight-2*FONT_HEIGHT < g_qeglobals.d_texturewin.originy-g_qeglobals.d_texturewin.height)
-      {
-        g_qeglobals.d_texturewin.originy = y-nHeight-2*FONT_HEIGHT+g_qeglobals.d_texturewin.height;
-        break;
-      }
-      // if we made it here, it should already be in view
-      break;
-    }
-  }
-  Sys_UpdateWindows (W_TEXTURE);
+void Texture_ResetPosition(){
+       qtexture_t  *q;
+       int x,y;
+
+       //this shouldn't ever happen, we startup with notex
+       if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
+               return;
+       }
+
+       // otherwise position with current texture shown
+       // this used to be in Texture_SetTexture
+       Texture_StartPos();
+       while ( 1 )
+       {
+               // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
+               Texture_NextPos( &x, &y );
+               q = current_texture;
+               // if the current texture never found (because // 'show shaders' is off,
+               // for example), do nothing
+               if ( !q ) {
+                       break;
+               }
+
+               int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+               // we have found when texdef->name and the shader name match
+               // NOTE: as everywhere else for our comparisons, we are not case sensitive
+               if ( !strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ) ) {
+                       // take care of calls before initialized
+                       if ( !g_qeglobals.d_texturewin.height ) {
+                               g_qeglobals.d_texturewin.originy = 0;
+                               break;
+                       }
+                       // if the bottom of our selected texture will fit with origin 0, use that
+                       // to prevent scrolling uglyness (stuff scrolled off screen when
+                       // everything would fit)
+                       if ( -( y - nHeight - 2 * FONT_HEIGHT ) <  g_qeglobals.d_texturewin.height ) {
+                               g_qeglobals.d_texturewin.originy = 0;
+                               break;
+                       }
+                       // if current is off the top of the window, move it to the top
+                       if ( y > g_qeglobals.d_texturewin.originy ) {
+                               g_qeglobals.d_texturewin.originy = y;
+                               break;
+                       }
+
+                       // if current is off the bottom, put it on the bottom
+                       if ( y - nHeight - 2 * FONT_HEIGHT < g_qeglobals.d_texturewin.originy - g_qeglobals.d_texturewin.height ) {
+                               g_qeglobals.d_texturewin.originy = y - nHeight - 2 * FONT_HEIGHT + g_qeglobals.d_texturewin.height;
+                               break;
+                       }
+                       // if we made it here, it should already be in view
+                       break;
+               }
+       }
+       Sys_UpdateWindows( W_TEXTURE );
 }
 
 /*
-==============
-Texture_ShowAll
-will set the IsDisplayed flag on all the active shaders, so we see everything that's currently in memory
-==============
-*/
-void Texture_ShowAll()
-{
-  char name[1024];
+   ==============
+   Texture_ShowAll
+   will set the IsDisplayed flag on all the active shaders, so we see everything that's currently in memory
+   ==============
+ */
+void Texture_ShowAll(){
+       char name[1024];
 
 #ifdef _DEBUG
-  if (g_bShowAllShaders)
-    Sys_Printf("WARNING: already showing all shaders\n");
+       if ( g_bShowAllShaders ) {
+               Sys_Printf( "WARNING: already showing all shaders\n" );
+       }
 #endif
-  QERApp_ActiveShaders_SetDisplayed(true);
-  g_bShowAllShaders = true;
-  // put some information in the texture window title?
-  sprintf (name, "Textures: in use");
-  gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
-  Sys_UpdateWindows (W_TEXTURE);
+       QERApp_ActiveShaders_SetDisplayed( true );
+       g_bShowAllShaders = true;
+       // put some information in the texture window title?
+       sprintf( name, "Textures: in use" );
+       gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
+       Sys_UpdateWindows( W_TEXTURE );
 }
 
 /*
-==============
-Texture_ShowInuse
-clear all IsDisplayed flags
-scan the map, set IsInUse (will set IsDisplayed on the way)
-NOTE: don't sort the textures, don't update the windows (it's used in several contexts, not always necessary to do either)
-==============
-*/
-void WINAPI Texture_ShowInuse (void)
-{
-  face_t  *f;
-  brush_t *b;
-  char  name[1024];
-
-  g_qeglobals.d_texturewin.originy = 0;
-
-  // purge
-  QERApp_ActiveShaders_SetDisplayed(false);
-  // scan and only display in-use stuff
-  Sys_Status("Selecting active textures", 0);
-
-  for (b=active_brushes.next ; b != NULL && b != &active_brushes ; b=b->next)
-  {
-    if (b->patchBrush)
-    {
-      b->pPatch->pShader->SetInUse(true);
-    } else
-    {
-      for (f=b->brush_faces ; f ; f=f->next)
-      {
-        f->pShader->SetInUse(true);
-      }
-    }
-  }
-  for (b=selected_brushes.next ; b != NULL && b != &selected_brushes ; b=b->next)
-  {
-    if (b->patchBrush)
-    {
-      b->pPatch->pShader->SetInUse(true);
-    } else
-    {
-      for (f=b->brush_faces ; f ; f=f->next)
-      {
-        f->pShader->SetInUse(true);
-      }
-    }
-  }
-
-  // we are no longer showing everything
-  g_bShowAllShaders = false;
-  // put some information in the texture window title?
-  sprintf (name, "Textures: in use");
-  gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
-
-
-  // select the first texture in the list
-  if (!g_qeglobals.d_texturewin.texdef.GetName()[0])
-  {
-    SelectTexture (16, g_qeglobals.d_texturewin.height -16, false);
-  }
+   ==============
+   Texture_ShowInuse
+   clear all IsDisplayed flags
+   scan the map, set IsInUse (will set IsDisplayed on the way)
+   NOTE: don't sort the textures, don't update the windows (it's used in several contexts, not always necessary to do either)
+   ==============
+ */
+void WINAPI Texture_ShowInuse( void ){
+       face_t  *f;
+       brush_t *b;
+       char name[1024];
+
+       g_qeglobals.d_texturewin.originy = 0;
+
+       // purge
+       QERApp_ActiveShaders_SetDisplayed( false );
+       // scan and only display in-use stuff
+       Sys_Status( "Selecting active textures", 0 );
+
+       for ( b = active_brushes.next ; b != NULL && b != &active_brushes ; b = b->next )
+       {
+               if ( b->patchBrush ) {
+                       b->pPatch->pShader->SetInUse( true );
+               }
+               else
+               {
+                       for ( f = b->brush_faces ; f ; f = f->next )
+                       {
+                               f->pShader->SetInUse( true );
+                       }
+               }
+       }
+       for ( b = selected_brushes.next ; b != NULL && b != &selected_brushes ; b = b->next )
+       {
+               if ( b->patchBrush ) {
+                       b->pPatch->pShader->SetInUse( true );
+               }
+               else
+               {
+                       for ( f = b->brush_faces ; f ; f = f->next )
+                       {
+                               f->pShader->SetInUse( true );
+                       }
+               }
+       }
+
+       // we are no longer showing everything
+       g_bShowAllShaders = false;
+       // put some information in the texture window title?
+       sprintf( name, "Textures: in use" );
+       gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
+
+
+       // select the first texture in the list
+       if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
+               SelectTexture( 16, g_qeglobals.d_texturewin.height - 16, false );
+       }
 }
 
-void Texture_ShowStartupShaders()
-{
-  if (g_PrefsDlg.m_nShader == PrefsDlg::SHADER_COMMON)
-  {
-    // RIANT
-    // HACK FOR JK2 SUPPORT
-    if (g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game")
-    {
-      strcpy (texture_directory, "system/");
-    }
-    // RIANT
-    // HACK FOR SOF2 SUPPORT
-    else if (g_pGameDescription->mGameFile == "sof2.game")
-    {
-      strcpy (texture_directory, "tools/");
-    }
-    else strcpy (texture_directory, "common/");
-    Texture_ShowDirectory ();
-  }
-
-  if (g_PrefsDlg.m_nShader == PrefsDlg::SHADER_ALL) {
-    int    count;
-    char   filename[1024];
-    char   *pBuff;
-    char   dirstring[NAME_MAX];
-    int    nLen;
-    GSList *shaderfiles = NULL;
-
-    strcpy(filename, g_pGameDescription->mShaderlist.GetBuffer());
-    count = vfsGetFileCount(filename, 0);
-    if (count == 0)
-    {
-      Sys_FPrintf(SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
-      return;
-    }
-
-    if (!vfsGetFullPath(filename, 0, 0))
-    {
-      Sys_FPrintf(SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
-      return;
-    }
-
-    Sys_Printf("Parsing shader files from %s\n", vfsGetFullPath(filename, 0, 0));
-    nLen = vfsLoadFile (filename, reinterpret_cast<void**>(&pBuff), 0);
-    if (nLen > 0)
-    {
-      StartTokenParsing(pBuff);
-      nLen = 0;
-      while (GetToken(true))
-      {
-        GSList *tmp;
-        bool found = false;
-
-        // each token should be a shader filename
-        sprintf(dirstring, "%s.shader", token);
-
-        for (tmp = shaderfiles; tmp != NULL; tmp = tmp->next)
-        {
-          if (!strcmp (dirstring, (char*)tmp->data))
-          {
-            found = true;
-            Sys_FPrintf(SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data);
-            break;
-          }
-        }
-
-        if (!found)
-        {
-          shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
-          strcpy (texture_directory, dirstring);
-          Texture_ShowDirectory ();
-          nLen++;
-        }
-      }
-      g_free(pBuff);
-    }
-  }
+void Texture_ShowStartupShaders(){
+       if ( g_PrefsDlg.m_nShader == PrefsDlg::SHADER_COMMON ) {
+               // RIANT
+               // HACK FOR JK2 SUPPORT
+               if ( g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game" ) {
+                       strcpy( texture_directory, "system/" );
+               }
+               // RIANT
+               // HACK FOR SOF2 SUPPORT
+               else if ( g_pGameDescription->mGameFile == "sof2.game" ) {
+                       strcpy( texture_directory, "tools/" );
+               }
+               else{ strcpy( texture_directory, "common/" ); }
+               Texture_ShowDirectory();
+       }
+
+       if ( g_PrefsDlg.m_nShader == PrefsDlg::SHADER_ALL ) {
+               int count;
+               char filename[1024];
+               char   *pBuff;
+               char dirstring[NAME_MAX];
+               int nLen;
+               GSList *shaderfiles = NULL;
+
+               strcpy( filename, g_pGameDescription->mShaderlist.GetBuffer() );
+               count = vfsGetFileCount( filename, 0 );
+               if ( count == 0 ) {
+                       Sys_FPrintf( SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
+                       return;
+               }
+
+               if ( !vfsGetFullPath( filename, 0, 0 ) ) {
+                       Sys_FPrintf( SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
+                       return;
+               }
+
+               Sys_Printf( "Parsing shader files from %s\n", vfsGetFullPath( filename, 0, 0 ) );
+               nLen = vfsLoadFile( filename, reinterpret_cast<void**>( &pBuff ), 0 );
+               if ( nLen > 0 ) {
+                       StartTokenParsing( pBuff );
+                       nLen = 0;
+                       while ( GetToken( true ) )
+                       {
+                               GSList *tmp;
+                               bool found = false;
+
+                               // each token should be a shader filename
+                               sprintf( dirstring, "%s.shader", token );
+
+                               for ( tmp = shaderfiles; tmp != NULL; tmp = tmp->next )
+                               {
+                                       if ( !strcmp( dirstring, (char*)tmp->data ) ) {
+                                               found = true;
+                                               Sys_FPrintf( SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data );
+                                               break;
+                                       }
+                               }
+
+                               if ( !found ) {
+                                       shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
+                                       strcpy( texture_directory, dirstring );
+                                       Texture_ShowDirectory();
+                                       nLen++;
+                               }
+                       }
+                       g_free( pBuff );
+               }
+       }
 }
 
 /*
-============================================================================
-
-TEXTURE LAYOUT
-
-TTimo: now based on a rundown through all the shaders
-nActiveShadersCount: number of shader that have a qtexture_t and may be displayed in the tex window
-nCurrentShader: index of active shader that has the current_texture
-pCurrentShader: IShader* for current shader
-NOTE: we expect the Active shaders count doesn't change during a Texture_StartPos .. Texture_NextPos cycle
-  otherwise we may need to rely on a list instead of an array storage
-============================================================================
-*/
-
-void Texture_StartPos (void)
-{
-  //++timo TODO: check use of current_texture and current_row?
-  current_x = 8;
-  current_y = -8;
-  current_row = 0;
-  nActiveShadersCount = QERApp_GetActiveShaderCount();
-  nCurrentShader = -1;
-  current_texture = NULL;
-  pCurrentShader = NULL;
+   ============================================================================
+
+   TEXTURE LAYOUT
+
+   TTimo: now based on a rundown through all the shaders
+   nActiveShadersCount: number of shader that have a qtexture_t and may be displayed in the tex window
+   nCurrentShader: index of active shader that has the current_texture
+   pCurrentShader: IShader* for current shader
+   NOTE: we expect the Active shaders count doesn't change during a Texture_StartPos .. Texture_NextPos cycle
+   otherwise we may need to rely on a list instead of an array storage
+   ============================================================================
+ */
+
+void Texture_StartPos( void ){
+       //++timo TODO: check use of current_texture and current_row?
+       current_x = 8;
+       current_y = -8;
+       current_row = 0;
+       nActiveShadersCount = QERApp_GetActiveShaderCount();
+       nCurrentShader = -1;
+       current_texture = NULL;
+       pCurrentShader = NULL;
 }
 
 // if texture_showinuse jump over non in-use textures
 // it's not very clear what should be done here and what in Texture_Draw .. maybe merging the two would do good
-IShader* Texture_NextPos (int *x, int *y)
-{
-  qtexture_t* q;
-  while (1)
-  {
-    if (nCurrentShader >= nActiveShadersCount - 1)
-    {
-      // no more shaders
-      current_texture = NULL;
-      pCurrentShader = NULL;
-      return NULL;
-    }
-    nCurrentShader++;
-    pCurrentShader = QERApp_ActiveShader_ForIndex(nCurrentShader);
-    if (pCurrentShader == NULL)
-    {
-      Sys_Printf("ERROR: unexpected pCurrentShader == NULL in Texture_NextPos\n");
-      return NULL;
-    }
-    current_texture = pCurrentShader->getTexture();
-    q = current_texture;
-
-    if (!q)
-    {
-      Sys_Printf("WARNING: found an IShader without qtexture_t in Texture_NextPos\n");
-      return NULL;
-    }
-
-    /*
-    Never show anything other than "textures/" path,
-    This is for q1/q2/q3 .map format, which expects "textures/" path on everything we apply
-    */
-    if(strncmp(pCurrentShader->getName(), "textures/", 9) != 0)
-      continue;
-
-    // don't show shaders?
-    if (!(g_PrefsDlg.m_bShowShaders || pCurrentShader->IsDefault()))
-      continue;
-
-    if (g_PrefsDlg.m_bTextureWindow)
-    {
-      // some basic filtering
-      if (!g_pParentWnd->GetTexWnd()->CheckFilter( pCurrentShader->getName() ))
-        continue;
-    }
-
-    //++timo FIXME: texture_showinuse is useless? with the menu and reload we just refresh the IsDisplayed flag
-    // but the IsInUse is only relevant to draw the green outline
-    if (pCurrentShader->IsDisplayed())
-      break;
-
-    continue;
-  }
-
-  int nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
-  int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
-  if (current_x + nWidth > g_qeglobals.d_texturewin.width-8 && current_row)
-  { // go to the next row unless the texture is the first on the row
-    current_x = 8;
-    current_y -= current_row + FONT_HEIGHT + 4;
-    current_row = 0;
-  }
-
-  *x = current_x;
-  *y = current_y;
-
-  // Is our texture larger than the row? If so, grow the
-  // row height to match it
-
-  if (current_row < nHeight)
-    current_row = nHeight;
-
-  // never go less than 64, or the names get all crunched up
-  current_x += nWidth < 64 ? 64 : nWidth;
-  current_x += 8;
-
-  return pCurrentShader;
+IShader* Texture_NextPos( int *x, int *y ){
+       qtexture_t* q;
+       while ( 1 )
+       {
+               if ( nCurrentShader >= nActiveShadersCount - 1 ) {
+                       // no more shaders
+                       current_texture = NULL;
+                       pCurrentShader = NULL;
+                       return NULL;
+               }
+               nCurrentShader++;
+               pCurrentShader = QERApp_ActiveShader_ForIndex( nCurrentShader );
+               if ( pCurrentShader == NULL ) {
+                       Sys_Printf( "ERROR: unexpected pCurrentShader == NULL in Texture_NextPos\n" );
+                       return NULL;
+               }
+               current_texture = pCurrentShader->getTexture();
+               q = current_texture;
+
+               if ( !q ) {
+                       Sys_Printf( "WARNING: found an IShader without qtexture_t in Texture_NextPos\n" );
+                       return NULL;
+               }
+
+               /*
+                  Never show anything other than "textures/" path,
+                  This is for q1/q2/q3 .map format, which expects "textures/" path on everything we apply
+                */
+               if ( strncmp( pCurrentShader->getName(), "textures/", 9 ) != 0 ) {
+                       continue;
+               }
+
+               // don't show shaders?
+               if ( !( g_PrefsDlg.m_bShowShaders || pCurrentShader->IsDefault() ) ) {
+                       continue;
+               }
+
+               if ( g_PrefsDlg.m_bTextureWindow ) {
+                       // some basic filtering
+                       if ( !g_pParentWnd->GetTexWnd()->CheckFilter( pCurrentShader->getName() ) ) {
+                               continue;
+                       }
+               }
+
+               //++timo FIXME: texture_showinuse is useless? with the menu and reload we just refresh the IsDisplayed flag
+               // but the IsInUse is only relevant to draw the green outline
+               if ( pCurrentShader->IsDisplayed() ) {
+                       break;
+               }
+
+               continue;
+       }
+
+       int nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+       int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+       if ( current_x + nWidth > g_qeglobals.d_texturewin.width - 8 && current_row ) { // go to the next row unless the texture is the first on the row
+               current_x = 8;
+               current_y -= current_row + FONT_HEIGHT + 4;
+               current_row = 0;
+       }
+
+       *x = current_x;
+       *y = current_y;
+
+       // Is our texture larger than the row? If so, grow the
+       // row height to match it
+
+       if ( current_row < nHeight ) {
+               current_row = nHeight;
+       }
+
+       // never go less than 64, or the names get all crunched up
+       current_x += nWidth < 64 ? 64 : nWidth;
+       current_x += 8;
+
+       return pCurrentShader;
 }
 
 /*
-============================================================================
+   ============================================================================
 
-  MOUSE ACTIONS
+   MOUSE ACTIONS
 
-============================================================================
-*/
+   ============================================================================
+ */
 
-static  int textures_cursorx, textures_cursory;
+static int textures_cursorx, textures_cursory;
 
 /*
-============
-Texture_SetTexture
+   ============
+   Texture_SetTexture
 
-brushprimit_texdef must be understood as a qtexture_t with width=2 height=2 ( the default one )
-============
-*/
+   brushprimit_texdef must be understood as a qtexture_t with width=2 height=2 ( the default one )
+   ============
+ */
 
 //++timo NOTE: this is a mix of Shader module stuff and texture explorer
 // it might need to be split in parts or moved out .. dunno
-void WINAPI Texture_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef *pTexdef, bool bSetSelection )
-{
-  if (texdef->GetName()[0] == '(')
-  {
-    Sys_Status("Can't select an entity texture", 0);
-    return;
-  }
-  g_qeglobals.d_texturewin.texdef = *texdef;
-  g_qeglobals.d_texturewin.texdef.flags &= ~SURF_KEEP;
-  g_qeglobals.d_texturewin.texdef.contents &= ~CONTENTS_KEEP;
-  // store the shader pointer
-  // NOTE: maybe passing the shader pointer would help?
-  g_qeglobals.d_texturewin.pShader->DecRef();
-  g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName(texdef->GetName());
-  g_qeglobals.d_texturewin.pShader->IncRef();
-  // set this shader as in use
-  g_qeglobals.d_texturewin.pShader->SetInUse( true );
-  // store the texture coordinates for new brush primitive mode
-  // be sure that all the callers are using the default 2x2 texture
-  if (g_qeglobals.m_bBrushPrimitMode)
-  {
-    g_qeglobals.d_texturewin.brushprimit_texdef = *brushprimit_texdef;
-  }
-
-  g_dlgFind.updateTextures(texdef->GetName());
-  if (!g_dlgFind.isOpen() && bSetSelection)
-  {
-    Select_SetTexture(texdef,brushprimit_texdef,bFitScale);
-  }
-
-  //plugins: send a message telling that the selected texture may have changed
-  DispatchRadiantMsg( RADIANT_TEXTURE );
-
-  // scroll origin so the texture is completely on screen
-  // takes texdef from g_qeglobals.d_texturewin.texdef, set above
-  Texture_ResetPosition();
+void WINAPI Texture_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef *pTexdef, bool bSetSelection ){
+       if ( texdef->GetName()[0] == '(' ) {
+               Sys_Status( "Can't select an entity texture", 0 );
+               return;
+       }
+       g_qeglobals.d_texturewin.texdef = *texdef;
+       g_qeglobals.d_texturewin.texdef.flags &= ~SURF_KEEP;
+       g_qeglobals.d_texturewin.texdef.contents &= ~CONTENTS_KEEP;
+       // store the shader pointer
+       // NOTE: maybe passing the shader pointer would help?
+       g_qeglobals.d_texturewin.pShader->DecRef();
+       g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName( texdef->GetName() );
+       g_qeglobals.d_texturewin.pShader->IncRef();
+       // set this shader as in use
+       g_qeglobals.d_texturewin.pShader->SetInUse( true );
+       // store the texture coordinates for new brush primitive mode
+       // be sure that all the callers are using the default 2x2 texture
+       if ( g_qeglobals.m_bBrushPrimitMode ) {
+               g_qeglobals.d_texturewin.brushprimit_texdef = *brushprimit_texdef;
+       }
+
+       g_dlgFind.updateTextures( texdef->GetName() );
+       if ( !g_dlgFind.isOpen() && bSetSelection ) {
+               Select_SetTexture( texdef,brushprimit_texdef,bFitScale );
+       }
+
+       //plugins: send a message telling that the selected texture may have changed
+       DispatchRadiantMsg( RADIANT_TEXTURE );
+
+       // scroll origin so the texture is completely on screen
+       // takes texdef from g_qeglobals.d_texturewin.texdef, set above
+       Texture_ResetPosition();
 }
 
-void ViewShader(const char *pFile, const char *pName)
-{
-  //  ask the vfs to build the full path to the file
-  // (i.e. the first one found)
-  char *fullName = vfsGetFullPath(pFile,0,0);
-  if (fullName == NULL)
-  {
-    Sys_FPrintf (SYS_ERR, "Couldn't get a full path to the shader file: %s\n", pFile);
-    return;
-  }
-
-  char* pBuff = NULL;
-  int nSize = vfsLoadFullPathFile(fullName, reinterpret_cast<void**>(&pBuff));
-  if (nSize <= 0)
-  {
-    Sys_FPrintf (SYS_ERR, "Failed to load shader file %s\n", fullName);
-    return;
-  }
-  // look for the shader declaration
-  int nStart;
-  CString strFind = pName;
-  CString strLook = pBuff;
-  strLook.MakeLower();
-  strFind.MakeLower();
-  // offset used when jumping over commented out definitions
-  int nOffset = 0;
-  while (true)
-  {
-    nStart = strLook.Find(strFind, nOffset);
-    if (nStart == -1)
-      break;
-    // we have found something, maybe it's a commented out shader name?
-    char *strCheck = new char[strLook.GetLength()+1];
-    strcpy( strCheck, strLook.GetBuffer() );
-    strCheck[nStart] = 0;
-    char *pCheck = strrchr( strCheck, '\n' );
-    // if there's a commentary sign in-between we'll continue
-    if (pCheck && strstr( pCheck, "//" ))
-    {
-      delete[] strCheck;
-      nOffset = nStart + 1;
-      continue;
-    }
-    delete[] strCheck;
-    nOffset = nStart;
-    break;
-  }
-  // now close the file
-  g_free(pBuff);
-
-  DoTextEditor (fullName, nOffset);
+void ViewShader( const char *pFile, const char *pName ){
+       //  ask the vfs to build the full path to the file
+       // (i.e. the first one found)
+       char *fullName = vfsGetFullPath( pFile,0,0 );
+       if ( fullName == NULL ) {
+               Sys_FPrintf( SYS_ERR, "Couldn't get a full path to the shader file: %s\n", pFile );
+               return;
+       }
+
+       char* pBuff = NULL;
+       int nSize = vfsLoadFullPathFile( fullName, reinterpret_cast<void**>( &pBuff ) );
+       if ( nSize <= 0 ) {
+               Sys_FPrintf( SYS_ERR, "Failed to load shader file %s\n", fullName );
+               return;
+       }
+       // look for the shader declaration
+       int nStart;
+       CString strFind = pName;
+       CString strLook = pBuff;
+       strLook.MakeLower();
+       strFind.MakeLower();
+       // offset used when jumping over commented out definitions
+       int nOffset = 0;
+       while ( true )
+       {
+               nStart = strLook.Find( strFind, nOffset );
+               if ( nStart == -1 ) {
+                       break;
+               }
+               // we have found something, maybe it's a commented out shader name?
+               char *strCheck = new char[strLook.GetLength() + 1];
+               strcpy( strCheck, strLook.GetBuffer() );
+               strCheck[nStart] = 0;
+               char *pCheck = strrchr( strCheck, '\n' );
+               // if there's a commentary sign in-between we'll continue
+               if ( pCheck && strstr( pCheck, "//" ) ) {
+                       delete[] strCheck;
+                       nOffset = nStart + 1;
+                       continue;
+               }
+               delete[] strCheck;
+               nOffset = nStart;
+               break;
+       }
+       // now close the file
+       g_free( pBuff );
+
+       DoTextEditor( fullName, nOffset );
 }
 
 /*
-==============
-SelectTexture
-
-  By mouse click
-==============
-*/
-void SelectTexture (int mx, int my, bool bShift, bool bFitScale)
-{
-  int   x, y;
-  qtexture_t  *q;
-  texdef_t  tex;
-  brushprimit_texdef_t brushprimit_tex;
-
-  my += g_qeglobals.d_texturewin.originy-g_qeglobals.d_texturewin.height;
-
-  Texture_StartPos ();
-  while (1)
-  {
-    // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
-    Texture_NextPos (&x, &y);
-    q = current_texture;
-    if (!q)
-      break;
-    int nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
-    int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
-    if (mx > x && mx - x < nWidth
-      && my < y && y - my < nHeight + FONT_HEIGHT)
-    {
-      if (bShift)
-      {
-        if (pCurrentShader->IsDefault())
-          Sys_Printf("ERROR: %s is not a shader, it's a texture.\n", pCurrentShader->getName() );
-        else
-          ViewShader( pCurrentShader->getShaderFileName(), pCurrentShader->getName() );
-      }
-      else
-      {
-        memset (&tex, 0, sizeof(tex));
-        memset (&brushprimit_tex, 0, sizeof(brushprimit_tex));
-        if (g_qeglobals.m_bBrushPrimitMode)
-        {
-          // brushprimit fitted to a 2x2 texture
-          brushprimit_tex.coords[0][0] = 1.0f;
-          brushprimit_tex.coords[1][1] = 1.0f;
-        }
-        else
-        {
-          tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
-          tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
-        }
-        tex.flags = pCurrentShader->getFlags();
-        // TTimo - shader code cleanup
-        // texdef.name is the name of the shader, not the name of the actual texture file
-        tex.SetName(pCurrentShader->getName());
-        // NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
-        // if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
-        // so we just consider pCurrentShader and current_texture are not valid after this point
-        IShader *pAuxShader = pCurrentShader;
-        Texture_SetTexture ( &tex, &brushprimit_tex, bFitScale, NULL); // Nurail
-        CString strTex;
-        CString strName;
-        // if shader, print shader name, otherwise texture name
-        //++timo FIXME: maybe CShader needs some properties between color / default / actual shader
+   ==============
+   SelectTexture
+
+   By mouse click
+   ==============
+ */
+void SelectTexture( int mx, int my, bool bShift, bool bFitScale ){
+       int x, y;
+       qtexture_t  *q;
+       texdef_t tex;
+       brushprimit_texdef_t brushprimit_tex;
+
+       my += g_qeglobals.d_texturewin.originy - g_qeglobals.d_texturewin.height;
+
+       Texture_StartPos();
+       while ( 1 )
+       {
+               // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
+               Texture_NextPos( &x, &y );
+               q = current_texture;
+               if ( !q ) {
+                       break;
+               }
+               int nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+               int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+               if ( mx > x && mx - x < nWidth
+                        && my < y && y - my < nHeight + FONT_HEIGHT ) {
+                       if ( bShift ) {
+                               if ( pCurrentShader->IsDefault() ) {
+                                       Sys_Printf( "ERROR: %s is not a shader, it's a texture.\n", pCurrentShader->getName() );
+                               }
+                               else{
+                                       ViewShader( pCurrentShader->getShaderFileName(), pCurrentShader->getName() );
+                               }
+                       }
+                       else
+                       {
+                               memset( &tex, 0, sizeof( tex ) );
+                               memset( &brushprimit_tex, 0, sizeof( brushprimit_tex ) );
+                               if ( g_qeglobals.m_bBrushPrimitMode ) {
+                                       // brushprimit fitted to a 2x2 texture
+                                       brushprimit_tex.coords[0][0] = 1.0f;
+                                       brushprimit_tex.coords[1][1] = 1.0f;
+                               }
+                               else
+                               {
+                                       tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
+                                       tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
+                               }
+                               tex.flags = pCurrentShader->getFlags();
+                               // TTimo - shader code cleanup
+                               // texdef.name is the name of the shader, not the name of the actual texture file
+                               tex.SetName( pCurrentShader->getName() );
+                               // NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
+                               // if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
+                               // so we just consider pCurrentShader and current_texture are not valid after this point
+                               IShader *pAuxShader = pCurrentShader;
+                               Texture_SetTexture( &tex, &brushprimit_tex, bFitScale, NULL ); // Nurail
+                               CString strTex;
+                               CString strName;
+                               // if shader, print shader name, otherwise texture name
+                               //++timo FIXME: maybe CShader needs some properties between color / default / actual shader
 #ifdef _DEBUG
-        // this one is never supposed to be set as current one
-        if (pAuxShader->IsColor())
-          Sys_Printf("ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n");
+                               // this one is never supposed to be set as current one
+                               if ( pAuxShader->IsColor() ) {
+                                       Sys_Printf( "ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n" );
+                               }
 #endif
-        // NOTE: IsColor is false, IsDefault the only remaining property
-        if (pAuxShader->IsDefault())
-        {
-          strName = q->name;
-          // remove the "textures/" if needed
-          if (strName.Find("textures/")!=-1)
-            strName = strName.Mid(9);
-        }
-        else
-        {
-          strName = pAuxShader->getName();
-        }
-        strTex.Format("%s W: %i H: %i", strName.GetBuffer(), q->width, q->height);
-        g_pParentWnd->SetStatusText(3, strTex);
-      }
-      return;
-    }
-  }
-
-  Sys_Status("Did not select a texture", 0);
+                               // NOTE: IsColor is false, IsDefault the only remaining property
+                               if ( pAuxShader->IsDefault() ) {
+                                       strName = q->name;
+                                       // remove the "textures/" if needed
+                                       if ( strName.Find( "textures/" ) != -1 ) {
+                                               strName = strName.Mid( 9 );
+                                       }
+                               }
+                               else
+                               {
+                                       strName = pAuxShader->getName();
+                               }
+                               strTex.Format( "%s W: %i H: %i", strName.GetBuffer(), q->width, q->height );
+                               g_pParentWnd->SetStatusText( 3, strTex );
+                       }
+                       return;
+               }
+       }
+
+       Sys_Status( "Did not select a texture", 0 );
 }
 
 /*
-==============
-Texture_MouseDown
-==============
-*/
-void Texture_MouseDown (int x, int y, int buttons)
-{
-  Sys_GetCursorPos (&textures_cursorx, &textures_cursory);
-
-  // lbutton = select texture
-  if (buttons == MK_LBUTTON || buttons == (MK_LBUTTON | MK_SHIFT) || buttons == (MK_LBUTTON | MK_CONTROL))
-  {
-    SelectTexture (x, g_qeglobals.d_texturewin.height - 1 - y, buttons & MK_SHIFT, buttons & MK_CONTROL);
-    UpdateSurfaceDialog();
-    UpdatePatchInspector();
-  }
+   ==============
+   Texture_MouseDown
+   ==============
+ */
+void Texture_MouseDown( int x, int y, int buttons ){
+       Sys_GetCursorPos( &textures_cursorx, &textures_cursory );
+
+       // lbutton = select texture
+       if ( buttons == MK_LBUTTON || buttons == ( MK_LBUTTON | MK_SHIFT ) || buttons == ( MK_LBUTTON | MK_CONTROL ) ) {
+               SelectTexture( x, g_qeglobals.d_texturewin.height - 1 - y, buttons & MK_SHIFT, buttons & MK_CONTROL );
+               UpdateSurfaceDialog();
+               UpdatePatchInspector();
+       }
 }
 
 /*
-==============
-Texture_MouseMoved
-==============
-*/
-
-void Texture_MouseMoved (int x, int y, int buttons)
-{
-  int scale = 1;
-
-  if ( buttons & MK_SHIFT )
-    scale = 4;
-
-  // rbutton = drag texture origin
-  if (buttons & MK_RBUTTON)
-  {
-    Sys_GetCursorPos (&x, &y);
-    if ( y != textures_cursory)
-    {
-      g_qeglobals.d_texturewin.originy += ( y-textures_cursory) * scale;
-      if (g_qeglobals.d_texturewin.originy > 0)
-        g_qeglobals.d_texturewin.originy = 0;
-      Sys_SetCursorPos (textures_cursorx, textures_cursory);
-
-      // (g_PrefsDlg.m_bTextureScrollbar && g_qeglobals_gui.d_texture_scroll != NULL)
-      // fixes broken texture scrolling when scrollbar is disabled
-      GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
-      gtk_adjustment_set_value (vadjustment, abs(g_qeglobals.d_texturewin.originy));
-      //
-    }
-    return;
-  }
+   ==============
+   Texture_MouseMoved
+   ==============
+ */
+
+void Texture_MouseMoved( int x, int y, int buttons ){
+       int scale = 1;
+
+       if ( buttons & MK_SHIFT ) {
+               scale = 4;
+       }
+
+       // rbutton = drag texture origin
+       if ( buttons & MK_RBUTTON ) {
+               Sys_GetCursorPos( &x, &y );
+               if ( y != textures_cursory ) {
+                       g_qeglobals.d_texturewin.originy += ( y - textures_cursory ) * scale;
+                       if ( g_qeglobals.d_texturewin.originy > 0 ) {
+                               g_qeglobals.d_texturewin.originy = 0;
+                       }
+                       Sys_SetCursorPos( textures_cursorx, textures_cursory );
+
+                       // (g_PrefsDlg.m_bTextureScrollbar && g_qeglobals_gui.d_texture_scroll != NULL)
+                       // fixes broken texture scrolling when scrollbar is disabled
+                       GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
+                       gtk_adjustment_set_value( vadjustment, abs( g_qeglobals.d_texturewin.originy ) );
+                       //
+               }
+               return;
+       }
 }
 
 /*
-============================================================================
+   ============================================================================
 
-DRAWING
+   DRAWING
 
-============================================================================
-*/
+   ============================================================================
+ */
 
-int imax(int iFloor, int i) { if (i>iFloor) return iFloor;return i;}
+int imax( int iFloor, int i ) {
+       if ( i > iFloor ) {
+               return iFloor;
+       }
+       return i;
+}
 
 /*
-============
-Texture_Draw
-TTimo: relying on the shaders list to display the textures
-we must query all qtexture_t* to manage and display through the IShaders interface
-this allows a plugin to completely override the texture system
-============
-*/
-void Texture_Draw (int width, int height)
-{
-  int x, y, last_y = 0, last_height = 0, nWidth, nHeight;
-  qtexture_t *q;
-  char *name;
-
-  qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][0],
-                 g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][1],
-                 g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][2], 0);
-  qglViewport (0,0,width,height);
-  qglMatrixMode(GL_PROJECTION);
-  qglLoadIdentity ();
-
-  qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-  qglDisable (GL_DEPTH_TEST);
-  qglDisable(GL_BLEND);
-  qglOrtho (0, width, g_qeglobals.d_texturewin.originy-height, g_qeglobals.d_texturewin.originy, -100, 100);
-  qglEnable (GL_TEXTURE_2D);
-
-  qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
-  g_qeglobals.d_texturewin.width = width;
-  g_qeglobals.d_texturewin.height = height;
-
-  Texture_StartPos();
-  for (;;)
-  {
-    // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
-    Texture_NextPos (&x, &y);
-    q = current_texture;
-    if (!q)
-      break;
-
-    nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
-    nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
-
-    if (y != last_y)
-    {
-      last_y = y;
-      last_height = 0;
-    }
-    last_height = MAX (nHeight, last_height);
-
-    // Is this texture visible?
-    if ((y-nHeight-FONT_HEIGHT < g_qeglobals.d_texturewin.originy)
-        && (y > g_qeglobals.d_texturewin.originy - height))
-    {
-      // borders rules:
-      // if it's the current texture, draw a thick red line, else:
-      // shaders have a white border, simple textures don't
-      // if !texture_showinuse: (some textures displayed may not be in use)
-      // draw an additional square around with 0.5 1 0.5 color
-      if (!strcmpi(g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName()))
-      {
-             qglLineWidth (3);
-             qglColor3f (1,0,0);
-             qglDisable (GL_TEXTURE_2D);
-
-             qglBegin (GL_LINE_LOOP);
-             qglVertex2f (x-4,y-FONT_HEIGHT+4);
-             qglVertex2f (x-4,y-FONT_HEIGHT-nHeight-4);
-             qglVertex2f (x+4+nWidth,y-FONT_HEIGHT-nHeight-4);
-             qglVertex2f (x+4+nWidth,y-FONT_HEIGHT+4);
-             qglEnd ();
-
-             qglEnable (GL_TEXTURE_2D);
-             qglLineWidth (1);
-      }
-      else
-      {
-             qglLineWidth (1);
-             // shader border:
-             if (!pCurrentShader->IsDefault())
-             {
-               qglColor3f (1,1,1);
-               qglDisable (GL_TEXTURE_2D);
-
-               qglBegin (GL_LINE_LOOP);
-               qglVertex2f (x-1,y+1-FONT_HEIGHT);
-               qglVertex2f (x-1,y-nHeight-1-FONT_HEIGHT);
-               qglVertex2f (x+1+nWidth,y-nHeight-1-FONT_HEIGHT);
-               qglVertex2f (x+1+nWidth,y+1-FONT_HEIGHT);
-               qglEnd ();
-               qglEnable (GL_TEXTURE_2D);
-             }
-
-             // highlight in-use textures
-             if (pCurrentShader->IsInUse())
-             {
-               qglColor3f (0.5,1,0.5);
-               qglDisable (GL_TEXTURE_2D);
-               qglBegin (GL_LINE_LOOP);
-               qglVertex2f (x-3,y+3-FONT_HEIGHT);
-               qglVertex2f (x-3,y-nHeight-3-FONT_HEIGHT);
-               qglVertex2f (x+3+nWidth,y-nHeight-3-FONT_HEIGHT);
-               qglVertex2f (x+3+nWidth,y+3-FONT_HEIGHT);
-               qglEnd ();
-               qglEnable (GL_TEXTURE_2D);
-             }
-      }
-
-      // Draw the texture
-      qglBindTexture (GL_TEXTURE_2D, q->texture_number);
-      QE_CheckOpenGLForErrors();
-      qglColor3f (1,1,1);
-      qglBegin (GL_QUADS);
-      qglTexCoord2f (0,0);
-      qglVertex2f (x,y-FONT_HEIGHT);
-      qglTexCoord2f (1,0);
-      qglVertex2f (x+nWidth,y-FONT_HEIGHT);
-      qglTexCoord2f (1,1);
-      qglVertex2f (x+nWidth,y-FONT_HEIGHT-nHeight);
-      qglTexCoord2f (0,1);
-      qglVertex2f (x,y-FONT_HEIGHT-nHeight);
-      qglEnd ();
-
-      // draw the texture name
-      qglDisable (GL_TEXTURE_2D);
-      qglColor3f (1,1,1);
-
-      qglRasterPos2f (x, y-FONT_HEIGHT+2);
-
-      // don't draw the directory name
-      name = (char*)pCurrentShader->getName();
-      name += strlen(name);
-      while(name != (char*)pCurrentShader->getName() && *(name-1) != '/' && *(name-1) != '\\')
-        name--;
-
-      gtk_glwidget_print_string(name);
-      qglEnable (GL_TEXTURE_2D);
-    }
-  }
-
-  g_qeglobals.d_texturewin.m_nTotalHeight = abs(y) + last_height + FONT_HEIGHT + 4;
-
-  // reset the current texture
-  qglBindTexture(GL_TEXTURE_2D, 0);
-  qglFinish();
+   ============
+   Texture_Draw
+   TTimo: relying on the shaders list to display the textures
+   we must query all qtexture_t* to manage and display through the IShaders interface
+   this allows a plugin to completely override the texture system
+   ============
+ */
+void Texture_Draw( int width, int height ){
+       int x, y, last_y = 0, last_height = 0, nWidth, nHeight;
+       qtexture_t *q;
+       char *name;
+
+       qglClearColor( g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][0],
+                                  g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][1],
+                                  g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][2], 0 );
+       qglViewport( 0,0,width,height );
+       qglMatrixMode( GL_PROJECTION );
+       qglLoadIdentity();
+
+       qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+       qglDisable( GL_DEPTH_TEST );
+       qglDisable( GL_BLEND );
+       qglOrtho( 0, width, g_qeglobals.d_texturewin.originy - height, g_qeglobals.d_texturewin.originy, -100, 100 );
+       qglEnable( GL_TEXTURE_2D );
+
+       qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+       g_qeglobals.d_texturewin.width = width;
+       g_qeglobals.d_texturewin.height = height;
+
+       Texture_StartPos();
+       for (;; )
+       {
+               // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
+               Texture_NextPos( &x, &y );
+               q = current_texture;
+               if ( !q ) {
+                       break;
+               }
+
+               nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+               nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+
+               if ( y != last_y ) {
+                       last_y = y;
+                       last_height = 0;
+               }
+               last_height = MAX( nHeight, last_height );
+
+               // Is this texture visible?
+               if ( ( y - nHeight - FONT_HEIGHT < g_qeglobals.d_texturewin.originy )
+                        && ( y > g_qeglobals.d_texturewin.originy - height ) ) {
+                       // borders rules:
+                       // if it's the current texture, draw a thick red line, else:
+                       // shaders have a white border, simple textures don't
+                       // if !texture_showinuse: (some textures displayed may not be in use)
+                       // draw an additional square around with 0.5 1 0.5 color
+                       if ( !strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ) ) {
+                               qglLineWidth( 3 );
+                               qglColor3f( 1,0,0 );
+                               qglDisable( GL_TEXTURE_2D );
+
+                               qglBegin( GL_LINE_LOOP );
+                               qglVertex2f( x - 4,y - FONT_HEIGHT + 4 );
+                               qglVertex2f( x - 4,y - FONT_HEIGHT - nHeight - 4 );
+                               qglVertex2f( x + 4 + nWidth,y - FONT_HEIGHT - nHeight - 4 );
+                               qglVertex2f( x + 4 + nWidth,y - FONT_HEIGHT + 4 );
+                               qglEnd();
+
+                               qglEnable( GL_TEXTURE_2D );
+                               qglLineWidth( 1 );
+                       }
+                       else
+                       {
+                               qglLineWidth( 1 );
+                               // shader border:
+                               if ( !pCurrentShader->IsDefault() ) {
+                                       qglColor3f( 1,1,1 );
+                                       qglDisable( GL_TEXTURE_2D );
+
+                                       qglBegin( GL_LINE_LOOP );
+                                       qglVertex2f( x - 1,y + 1 - FONT_HEIGHT );
+                                       qglVertex2f( x - 1,y - nHeight - 1 - FONT_HEIGHT );
+                                       qglVertex2f( x + 1 + nWidth,y - nHeight - 1 - FONT_HEIGHT );
+                                       qglVertex2f( x + 1 + nWidth,y + 1 - FONT_HEIGHT );
+                                       qglEnd();
+                                       qglEnable( GL_TEXTURE_2D );
+                               }
+
+                               // highlight in-use textures
+                               if ( pCurrentShader->IsInUse() ) {
+                                       qglColor3f( 0.5,1,0.5 );
+                                       qglDisable( GL_TEXTURE_2D );
+                                       qglBegin( GL_LINE_LOOP );
+                                       qglVertex2f( x - 3,y + 3 - FONT_HEIGHT );
+                                       qglVertex2f( x - 3,y - nHeight - 3 - FONT_HEIGHT );
+                                       qglVertex2f( x + 3 + nWidth,y - nHeight - 3 - FONT_HEIGHT );
+                                       qglVertex2f( x + 3 + nWidth,y + 3 - FONT_HEIGHT );
+                                       qglEnd();
+                                       qglEnable( GL_TEXTURE_2D );
+                               }
+                       }
+
+                       // Draw the texture
+                       qglBindTexture( GL_TEXTURE_2D, q->texture_number );
+                       QE_CheckOpenGLForErrors();
+                       qglColor3f( 1,1,1 );
+                       qglBegin( GL_QUADS );
+                       qglTexCoord2f( 0,0 );
+                       qglVertex2f( x,y - FONT_HEIGHT );
+                       qglTexCoord2f( 1,0 );
+                       qglVertex2f( x + nWidth,y - FONT_HEIGHT );
+                       qglTexCoord2f( 1,1 );
+                       qglVertex2f( x + nWidth,y - FONT_HEIGHT - nHeight );
+                       qglTexCoord2f( 0,1 );
+                       qglVertex2f( x,y - FONT_HEIGHT - nHeight );
+                       qglEnd();
+
+                       // draw the texture name
+                       qglDisable( GL_TEXTURE_2D );
+                       qglColor3f( 1,1,1 );
+
+                       qglRasterPos2f( x, y - FONT_HEIGHT + 2 );
+
+                       // don't draw the directory name
+                       name = (char*)pCurrentShader->getName();
+                       name += strlen( name );
+                       while ( name != (char*)pCurrentShader->getName() && *( name - 1 ) != '/' && *( name - 1 ) != '\\' )
+                               name--;
+
+                       gtk_glwidget_print_string( name );
+                       qglEnable( GL_TEXTURE_2D );
+               }
+       }
+
+       g_qeglobals.d_texturewin.m_nTotalHeight = abs( y ) + last_height + FONT_HEIGHT + 4;
+
+       // reset the current texture
+       qglBindTexture( GL_TEXTURE_2D, 0 );
+       qglFinish();
 }
 
 //++timo seems we only know hard inits now..
 //void Texture_Init (bool bHardInit)
-void Texture_Init()
-{
-  g_qeglobals.d_qtextures = NULL;
-  // initialize the qtexture map
-  if (g_qeglobals.d_qtexmap)
-  {
-    Sys_FPrintf(SYS_ERR, "TODO: delete g_qeglobals.d_qtexmap in Texture_Init\n");
-  }
-  g_qeglobals.d_qtexmap = g_hash_table_new (g_str_hash, g_str_equal);
-  // initialize .. in some cases if no default texture / project loaded it crashes
-  memset( &g_qeglobals.d_texturewin.texdef, 0, sizeof(g_qeglobals.d_texturewin.texdef) );
-  g_qeglobals.d_texturewin.texdef.SetName(SHADER_NOT_FOUND);
-  g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName(SHADER_NOT_FOUND);
+void Texture_Init(){
+       g_qeglobals.d_qtextures = NULL;
+       // initialize the qtexture map
+       if ( g_qeglobals.d_qtexmap ) {
+               Sys_FPrintf( SYS_ERR, "TODO: delete g_qeglobals.d_qtexmap in Texture_Init\n" );
+       }
+       g_qeglobals.d_qtexmap = g_hash_table_new( g_str_hash, g_str_equal );
+       // initialize .. in some cases if no default texture / project loaded it crashes
+       memset( &g_qeglobals.d_texturewin.texdef, 0, sizeof( g_qeglobals.d_texturewin.texdef ) );
+       g_qeglobals.d_texturewin.texdef.SetName( SHADER_NOT_FOUND );
+       g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName( SHADER_NOT_FOUND );
 }
 
 // FIXME TTimo this needs to move to the shader module along with l_shaderlist move
 // preload shader files that have been listed in shaderlist.txt
-void PreloadShaders()
-{
-  GSList *lst = l_shaderfiles;
-  Str shadername;
-  while (lst)
-  {
-    shadername = g_pGameDescription->mShaderPath;
-    shadername += (char*)lst->data;
-    QERApp_LoadShaderFile(shadername.GetBuffer());
-    lst = lst->next;
-  }
+void PreloadShaders(){
+       GSList *lst = l_shaderfiles;
+       Str shadername;
+       while ( lst )
+       {
+               shadername = g_pGameDescription->mShaderPath;
+               shadername += (char*)lst->data;
+               QERApp_LoadShaderFile( shadername.GetBuffer() );
+               lst = lst->next;
+       }
 }
 
 // TTimo: modified to expect the reletive path to the skin as input
@@ -1621,338 +1584,328 @@ void PreloadShaders()
 // the .md3 have bundled filetype extension, but they don't fit with the actual data
 //   ex: models/mapobjects/gargoyle.tga doesn't exist, but models/mapobjects/gargoyle.jpg can be used instead
 //   so we remove the extension before load attempt
-int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight)
-{
-  //  byte *pic = NULL;
-  //  byte *pic32 = NULL;
-  int nTex = -1;
-  qtexture_t *qtex;
-  SkinInfo *pInfo;
-  const char *pCleanName;
-
-  int nSize = g_lstSkinCache.GetSize();
-  pCleanName = QERApp_CleanTextureName( pName, false );
-  for (int i = 0; i < nSize; i++)
-  {
-    SkinInfo *pInfo = reinterpret_cast<SkinInfo*>(g_lstSkinCache.GetAt(i));
-    if (pInfo)
-    {
-      if (stricmp(pCleanName, pInfo->m_strName) == 0)
-      {
-        return pInfo->m_nTextureBind;
-      }
-    }
-  }
-
-  // if the load is successfull, we get back a qtexture_t
-  // we don't need to free it, it's in g_qeglobals.d_qtextures
-  // NOTE: we need to free the SkinInfo though..
-  qtex = QERApp_Try_Texture_ForName( pCleanName );
-  if (qtex)
-  {
-    nTex = qtex->texture_number;
-    pInfo = new SkinInfo(qtex->name, nTex, qtex);
-  } else
-  {
-    pInfo = new SkinInfo(pCleanName, -1, NULL);
-  }
-  g_lstSkinCache.Add(pInfo);
-
-  return nTex;
+int WINAPI Texture_LoadSkin( char *pName, int *pnWidth, int *pnHeight ){
+       //  byte *pic = NULL;
+       //  byte *pic32 = NULL;
+       int nTex = -1;
+       qtexture_t *qtex;
+       SkinInfo *pInfo;
+       const char *pCleanName;
+
+       int nSize = g_lstSkinCache.GetSize();
+       pCleanName = QERApp_CleanTextureName( pName, false );
+       for ( int i = 0; i < nSize; i++ )
+       {
+               SkinInfo *pInfo = reinterpret_cast<SkinInfo*>( g_lstSkinCache.GetAt( i ) );
+               if ( pInfo ) {
+                       if ( stricmp( pCleanName, pInfo->m_strName ) == 0 ) {
+                               return pInfo->m_nTextureBind;
+                       }
+               }
+       }
+
+       // if the load is successfull, we get back a qtexture_t
+       // we don't need to free it, it's in g_qeglobals.d_qtextures
+       // NOTE: we need to free the SkinInfo though..
+       qtex = QERApp_Try_Texture_ForName( pCleanName );
+       if ( qtex ) {
+               nTex = qtex->texture_number;
+               pInfo = new SkinInfo( qtex->name, nTex, qtex );
+       }
+       else
+       {
+               pInfo = new SkinInfo( pCleanName, -1, NULL );
+       }
+       g_lstSkinCache.Add( pInfo );
+
+       return nTex;
 }
 
-bool TexWnd::CheckFilter( const char* name )
-{
-  const char* buf = gtk_entry_get_text (GTK_ENTRY (m_pFilter));
-  if (strstr( name, buf ) != 0)
-    return true;
-  return false;
+bool TexWnd::CheckFilter( const char* name ){
+       const char* buf = gtk_entry_get_text( GTK_ENTRY( m_pFilter ) );
+       if ( strstr( name, buf ) != 0 ) {
+               return true;
+       }
+       return false;
 }
 
 // =============================================================================
 // static functions
 
-static void vertical_scroll (GtkWidget *widget, gpointer data)
-{
-  ((TexWnd*)data)->OnVScroll ();
+static void vertical_scroll( GtkWidget *widget, gpointer data ){
+       ( (TexWnd*)data )->OnVScroll();
 }
 
-static void filter_changed (GtkWidget *widget, gpointer data)
-{
-  CString str;
-  str = gtk_entry_get_text (GTK_ENTRY (widget));
-  ((TexWnd*)data)->UpdateFilter (str);
+static void filter_changed( GtkWidget *widget, gpointer data ){
+       CString str;
+       str = gtk_entry_get_text( GTK_ENTRY( widget ) );
+       ( (TexWnd*)data )->UpdateFilter( str );
 }
 
 // =============================================================================
 // TexWnd class
 
 TexWnd::TexWnd()
-: GLWindow (FALSE)
-{
-  m_pFilter = NULL;
-  m_bNeedRange = true;
+       : GLWindow( FALSE ){
+       m_pFilter = NULL;
+       m_bNeedRange = true;
 }
 
-TexWnd::~TexWnd()
-{
+TexWnd::~TexWnd(){
 }
 
-void TexWnd::OnCreate ()
-{
-  if (!MakeCurrent ())
-    Error ("glMakeCurrent in TexWnd::OnCreate failed");
-
-  g_qeglobals_gui.d_texture = m_pWidget;
-  g_nTextureOffset = 0;
-
-  GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
-  gtk_signal_connect (GTK_OBJECT (vadjustment), "value_changed", GTK_SIGNAL_FUNC (vertical_scroll), this);
-
-  if (g_PrefsDlg.m_bTextureScrollbar)
-    gtk_widget_show (g_qeglobals_gui.d_texture_scroll);
-  else
-    gtk_widget_hide (g_qeglobals_gui.d_texture_scroll);
-  m_bNeedRange = true;
-
-  gtk_signal_connect (GTK_OBJECT (m_pFilter), "changed", GTK_SIGNAL_FUNC (filter_changed), this);
-  if (g_PrefsDlg.m_bTextureWindow)
-    gtk_widget_show (m_pFilter);
+void TexWnd::OnCreate(){
+       if ( !MakeCurrent() ) {
+               Error( "glMakeCurrent in TexWnd::OnCreate failed" );
+       }
+
+       g_qeglobals_gui.d_texture = m_pWidget;
+       g_nTextureOffset = 0;
+
+       GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
+       gtk_signal_connect( GTK_OBJECT( vadjustment ), "value_changed", GTK_SIGNAL_FUNC( vertical_scroll ), this );
+
+       if ( g_PrefsDlg.m_bTextureScrollbar ) {
+               gtk_widget_show( g_qeglobals_gui.d_texture_scroll );
+       }
+       else{
+               gtk_widget_hide( g_qeglobals_gui.d_texture_scroll );
+       }
+       m_bNeedRange = true;
+
+       gtk_signal_connect( GTK_OBJECT( m_pFilter ), "changed", GTK_SIGNAL_FUNC( filter_changed ), this );
+       if ( g_PrefsDlg.m_bTextureWindow ) {
+               gtk_widget_show( m_pFilter );
+       }
 }
 
-void TexWnd::UpdateFilter(const char* pFilter)
-{
-  g_bFilterEnabled = false;
-  if (pFilter)
-  {
-    g_strFilter = pFilter;
-    if (g_strFilter.GetLength() > 0)
-      g_bFilterEnabled = true;
-    QERApp_SortActiveShaders();
-  }
-  Sys_UpdateWindows (W_TEXTURE);
+void TexWnd::UpdateFilter( const char* pFilter ){
+       g_bFilterEnabled = false;
+       if ( pFilter ) {
+               g_strFilter = pFilter;
+               if ( g_strFilter.GetLength() > 0 ) {
+                       g_bFilterEnabled = true;
+               }
+               QERApp_SortActiveShaders();
+       }
+       Sys_UpdateWindows( W_TEXTURE );
 }
 
-void TexWnd::OnSize (int cx, int cy)
-{
-  m_bNeedRange = true;
+void TexWnd::OnSize( int cx, int cy ){
+       m_bNeedRange = true;
 }
 
-void TexWnd::OnExpose ()
-{
-  int nOld = g_qeglobals.d_texturewin.m_nTotalHeight;
-  if (!MakeCurrent ())
-  {
-    Sys_Printf("ERROR: glXMakeCurrent failed..\n ");
-    Sys_Printf("Please restart Radiant if the Texture view is not working\n");
-  } else
-  {
-    QE_CheckOpenGLForErrors();
-    Texture_Draw (m_pWidget->allocation.width, m_pWidget->allocation.height - g_nTextureOffset);
-    QE_CheckOpenGLForErrors();
-    SwapBuffers ();
-  }
-  if (g_PrefsDlg.m_bTextureScrollbar && (m_bNeedRange || g_qeglobals.d_texturewin.m_nTotalHeight != nOld))
-  {
-    GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
-
-    vadjustment->value = -g_qeglobals.d_texturewin.originy;
-    vadjustment->page_size = m_pWidget->allocation.height;
-    vadjustment->page_increment = m_pWidget->allocation.height/2;
-    vadjustment->step_increment = 20;
-    vadjustment->lower = 0;
-    vadjustment->upper = g_qeglobals.d_texturewin.m_nTotalHeight;
-
-    gtk_signal_emit_by_name (GTK_OBJECT (vadjustment), "changed");
-
-    m_bNeedRange = false;
-  }
+void TexWnd::OnExpose(){
+       int nOld = g_qeglobals.d_texturewin.m_nTotalHeight;
+       if ( !MakeCurrent() ) {
+               Sys_Printf( "ERROR: glXMakeCurrent failed..\n " );
+               Sys_Printf( "Please restart Radiant if the Texture view is not working\n" );
+       }
+       else
+       {
+               QE_CheckOpenGLForErrors();
+               Texture_Draw( m_pWidget->allocation.width, m_pWidget->allocation.height - g_nTextureOffset );
+               QE_CheckOpenGLForErrors();
+               SwapBuffers();
+       }
+       if ( g_PrefsDlg.m_bTextureScrollbar && ( m_bNeedRange || g_qeglobals.d_texturewin.m_nTotalHeight != nOld ) ) {
+               GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
+
+               vadjustment->value = -g_qeglobals.d_texturewin.originy;
+               vadjustment->page_size = m_pWidget->allocation.height;
+               vadjustment->page_increment = m_pWidget->allocation.height / 2;
+               vadjustment->step_increment = 20;
+               vadjustment->lower = 0;
+               vadjustment->upper = g_qeglobals.d_texturewin.m_nTotalHeight;
+
+               gtk_signal_emit_by_name( GTK_OBJECT( vadjustment ), "changed" );
+
+               m_bNeedRange = false;
+       }
 }
 
-void TexWnd::OnLButtonDown (guint32 flags, int pointx, int pointy)
-{
-  SetCapture ();
-  Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
+void TexWnd::OnLButtonDown( guint32 flags, int pointx, int pointy ){
+       SetCapture();
+       Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
 }
 
-void TexWnd::OnRButtonDown (guint32 flags, int pointx, int pointy)
-{
-  SetCapture ();
-  Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
+void TexWnd::OnRButtonDown( guint32 flags, int pointx, int pointy ){
+       SetCapture();
+       Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
 }
 
-void TexWnd::OnMButtonDown (guint32 flags, int pointx, int pointy)
-{
-  SetCapture ();
-  Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
+void TexWnd::OnMButtonDown( guint32 flags, int pointx, int pointy ){
+       SetCapture();
+       Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
 }
 
-void TexWnd::OnLButtonUp (guint32 flags, int pointx, int pointy)
-{
-  ReleaseCapture ();
-  DragDropTexture (flags, pointx, pointy);
+void TexWnd::OnLButtonUp( guint32 flags, int pointx, int pointy ){
+       ReleaseCapture();
+       DragDropTexture( flags, pointx, pointy );
 }
 
-void TexWnd::OnRButtonUp (guint32 flags, int pointx, int pointy)
-{
-  ReleaseCapture ();
+void TexWnd::OnRButtonUp( guint32 flags, int pointx, int pointy ){
+       ReleaseCapture();
 }
 
-void TexWnd::OnMButtonUp (guint32 flags, int pointx, int pointy)
-{
-  ReleaseCapture ();
+void TexWnd::OnMButtonUp( guint32 flags, int pointx, int pointy ){
+       ReleaseCapture();
 }
 
-void TexWnd::OnMouseMove (guint32 flags, int pointx, int pointy)
-{
-  Texture_MouseMoved (pointx, pointy - g_nTextureOffset, flags);
-  // if scrollbar is hidden, we don't seem to get an update
-  if( !g_PrefsDlg.m_bTextureScrollbar )
-    RedrawWindow ();
+void TexWnd::OnMouseMove( guint32 flags, int pointx, int pointy ){
+       Texture_MouseMoved( pointx, pointy - g_nTextureOffset, flags );
+       // if scrollbar is hidden, we don't seem to get an update
+       if ( !g_PrefsDlg.m_bTextureScrollbar ) {
+               RedrawWindow();
+       }
 }
 
-void TexWnd::OnVScroll ()
-{
-  GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
+void TexWnd::OnVScroll(){
+       GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
 
-  g_qeglobals.d_texturewin.originy = - (int)vadjustment->value;
-  RedrawWindow ();
+       g_qeglobals.d_texturewin.originy = -(int)vadjustment->value;
+       RedrawWindow();
 }
 
-void TexWnd::UpdatePrefs()
-{
-  if (g_PrefsDlg.m_bTextureWindow)
-    gtk_widget_show (m_pFilter);
-  else
-    gtk_widget_hide (m_pFilter);
-
-  if (g_PrefsDlg.m_bTextureScrollbar)
-    gtk_widget_show (g_qeglobals_gui.d_texture_scroll);
-  else
-    gtk_widget_hide (g_qeglobals_gui.d_texture_scroll);
-  m_bNeedRange = true;
-  RedrawWindow ();
+void TexWnd::UpdatePrefs(){
+       if ( g_PrefsDlg.m_bTextureWindow ) {
+               gtk_widget_show( m_pFilter );
+       }
+       else{
+               gtk_widget_hide( m_pFilter );
+       }
+
+       if ( g_PrefsDlg.m_bTextureScrollbar ) {
+               gtk_widget_show( g_qeglobals_gui.d_texture_scroll );
+       }
+       else{
+               gtk_widget_hide( g_qeglobals_gui.d_texture_scroll );
+       }
+       m_bNeedRange = true;
+       RedrawWindow();
 }
 
-void TexWnd::FocusEdit()
-{
-  if (GTK_WIDGET_VISIBLE (m_pFilter))
-    gtk_window_set_focus (GTK_WINDOW (g_pParentWnd->m_pWidget), m_pFilter);
+void TexWnd::FocusEdit(){
+       if ( GTK_WIDGET_VISIBLE( m_pFilter ) ) {
+               gtk_window_set_focus( GTK_WINDOW( g_pParentWnd->m_pWidget ), m_pFilter );
+       }
 }
 
-void TexWnd::OnMouseWheel(bool bUp)
-{
-  if (bUp)
-  {
-    if(g_qeglobals.d_texturewin.originy < 0) {
-      g_qeglobals.d_texturewin.originy += g_PrefsDlg.m_nWheelInc;
-      // clamp so we don't get jiggle if moved by less than scrollwheel increment
-      if(g_qeglobals.d_texturewin.originy > 0) {
-        g_qeglobals.d_texturewin.originy = 0;
-      }
-    }
-  }
-  else
-  {
-    if(g_qeglobals.d_texturewin.originy > (-g_qeglobals.d_texturewin.m_nTotalHeight + g_qeglobals.d_texturewin.height))
-      g_qeglobals.d_texturewin.originy -= g_PrefsDlg.m_nWheelInc;
-  }
-  GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
-  gtk_adjustment_set_value (vadjustment, abs(g_qeglobals.d_texturewin.originy));
-
-  RedrawWindow();
+void TexWnd::OnMouseWheel( bool bUp ){
+       if ( bUp ) {
+               if ( g_qeglobals.d_texturewin.originy < 0 ) {
+                       g_qeglobals.d_texturewin.originy += g_PrefsDlg.m_nWheelInc;
+                       // clamp so we don't get jiggle if moved by less than scrollwheel increment
+                       if ( g_qeglobals.d_texturewin.originy > 0 ) {
+                               g_qeglobals.d_texturewin.originy = 0;
+                       }
+               }
+       }
+       else
+       {
+               if ( g_qeglobals.d_texturewin.originy > ( -g_qeglobals.d_texturewin.m_nTotalHeight + g_qeglobals.d_texturewin.height ) ) {
+                       g_qeglobals.d_texturewin.originy -= g_PrefsDlg.m_nWheelInc;
+               }
+       }
+       GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
+       gtk_adjustment_set_value( vadjustment, abs( g_qeglobals.d_texturewin.originy ) );
+
+       RedrawWindow();
 }
 
-void TexWnd::DragDropTexture (guint32 flags, int pointx, int pointy)
-{
-  // This gets called from leftmouse up event. We see if the mouseup is above
-  // the camwindow. If this is the case do a trace for a surface. If we hit a
-  // surface, texture it with the current texture.
-
-  int     m_ptXcheck, m_ptYcheck;
-  int     m_ptX, m_ptY;
-  GtkWidget *widget;
-  gint x, y;
-  vec3_t  dir;
-  float          f, r, u;
-  int     i;
-
-  // we only want to catch a plain mouseevent
-  if (flags)
-    return;
-
-  // see if we are above the camwindow
-  Sys_GetCursorPos (&m_ptX, &m_ptY);
-
-  if (g_pParentWnd->CurrentStyle() == MainFrame::eFloating)
-    widget = g_pParentWnd->GetCamWnd()->m_pParent;
-  else
-    widget = g_pParentWnd->GetCamWnd()->GetWidget();
-
-  get_window_pos (widget, &x, &y);
-
-  if (m_ptX < x || m_ptY < y ||
-      m_ptX > x + widget->allocation.width ||
-      m_ptY > y + widget->allocation.height)
-    return;
-
-  // check if the camwindow isn't being partially hidden by another window at this point
-  m_ptXcheck = m_ptX;
-  m_ptYcheck = m_ptY;
-
-  if( g_pParentWnd->GetCamWnd()->GetWidget()->window != gdk_window_at_pointer( &m_ptXcheck, &m_ptYcheck ) )
-    return;
-
-  // calc ray direction
-  x = m_ptX - x;
-  y = g_pParentWnd->GetCamWnd()->Camera()->height - 1 - (m_ptY - y);
-  u = (float)( y - ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f );
-  r = (float)( x - ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f );
-  f = 1;
-
-  for (i=0 ; i<3 ; i++)
-    dir[i] = g_pParentWnd->GetCamWnd()->Camera()->vpn[i] * f +
-        g_pParentWnd->GetCamWnd()->Camera()->vright[i] * r +
-        g_pParentWnd->GetCamWnd()->Camera()->vup[i] * u;
-  VectorNormalize (dir, dir);
-
-  // do a trace for a surface
-       trace_t t;
-
-       t = Test_Ray (g_pParentWnd->GetCamWnd()->Camera()->origin, dir, SF_SINGLEFACE);
-
-  if (t.brush)
-  {
-    texdef_t  tex;
-    brushprimit_texdef_t brushprimit_tex;
-
-    memset (&tex, 0, sizeof(tex));
-    memset (&brushprimit_tex, 0, sizeof(brushprimit_tex));
-    if (g_qeglobals.m_bBrushPrimitMode)
-    {
-      // brushprimit fitted to a 2x2 texture
-      brushprimit_tex.coords[0][0] = 1.0f;
-      brushprimit_tex.coords[1][1] = 1.0f;
-    } else
-    {
-      tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
-      tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
-    }
-    tex.flags = g_qeglobals.d_texturewin.texdef.flags;
-    tex.value = g_qeglobals.d_texturewin.texdef.value;
-    tex.contents = g_qeglobals.d_texturewin.texdef.contents;
-    // TTimo - shader code cleanup
-    // texdef.name is the name of the shader, not the name of the actual texture file
-    tex.SetName(g_qeglobals.d_texturewin.texdef.GetName());
-
-    Undo_Start("set face textures");
-         Undo_AddBrush(t.brush);
-         SetFaceTexdef (t.face, &tex, &brushprimit_tex, false, NULL );
-         Brush_Build(t.brush, false);
-         Undo_EndBrush(t.brush);
-         Undo_End();
-
-    Sys_UpdateWindows (W_CAMERA);
-    g_pParentWnd->OnTimer ();
-  }
+void TexWnd::DragDropTexture( guint32 flags, int pointx, int pointy ){
+       // This gets called from leftmouse up event. We see if the mouseup is above
+       // the camwindow. If this is the case do a trace for a surface. If we hit a
+       // surface, texture it with the current texture.
+
+       int m_ptXcheck, m_ptYcheck;
+       int m_ptX, m_ptY;
+       GtkWidget *widget;
+       gint x, y;
+       vec3_t dir;
+       float f, r, u;
+       int i;
+
+       // we only want to catch a plain mouseevent
+       if ( flags ) {
+               return;
+       }
+
+       // see if we are above the camwindow
+       Sys_GetCursorPos( &m_ptX, &m_ptY );
+
+       if ( g_pParentWnd->CurrentStyle() == MainFrame::eFloating ) {
+               widget = g_pParentWnd->GetCamWnd()->m_pParent;
+       }
+       else{
+               widget = g_pParentWnd->GetCamWnd()->GetWidget();
+       }
+
+       get_window_pos( widget, &x, &y );
+
+       if ( m_ptX < x || m_ptY < y ||
+                m_ptX > x + widget->allocation.width ||
+                m_ptY > y + widget->allocation.height ) {
+               return;
+       }
+
+       // check if the camwindow isn't being partially hidden by another window at this point
+       m_ptXcheck = m_ptX;
+       m_ptYcheck = m_ptY;
+
+       if ( g_pParentWnd->GetCamWnd()->GetWidget()->window != gdk_window_at_pointer( &m_ptXcheck, &m_ptYcheck ) ) {
+               return;
+       }
+
+       // calc ray direction
+       x = m_ptX - x;
+       y = g_pParentWnd->GetCamWnd()->Camera()->height - 1 - ( m_ptY - y );
+       u = (float)( y - ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f );
+       r = (float)( x - ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f );
+       f = 1;
+
+       for ( i = 0 ; i < 3 ; i++ )
+               dir[i] = g_pParentWnd->GetCamWnd()->Camera()->vpn[i] * f +
+                                g_pParentWnd->GetCamWnd()->Camera()->vright[i] * r +
+                                g_pParentWnd->GetCamWnd()->Camera()->vup[i] * u;
+       VectorNormalize( dir, dir );
+
+       // do a trace for a surface
+       trace_t t;
+
+       t = Test_Ray( g_pParentWnd->GetCamWnd()->Camera()->origin, dir, SF_SINGLEFACE );
+
+       if ( t.brush ) {
+               texdef_t tex;
+               brushprimit_texdef_t brushprimit_tex;
+
+               memset( &tex, 0, sizeof( tex ) );
+               memset( &brushprimit_tex, 0, sizeof( brushprimit_tex ) );
+               if ( g_qeglobals.m_bBrushPrimitMode ) {
+                       // brushprimit fitted to a 2x2 texture
+                       brushprimit_tex.coords[0][0] = 1.0f;
+                       brushprimit_tex.coords[1][1] = 1.0f;
+               }
+               else
+               {
+                       tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
+                       tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
+               }
+               tex.flags = g_qeglobals.d_texturewin.texdef.flags;
+               tex.value = g_qeglobals.d_texturewin.texdef.value;
+               tex.contents = g_qeglobals.d_texturewin.texdef.contents;
+               // TTimo - shader code cleanup
+               // texdef.name is the name of the shader, not the name of the actual texture file
+               tex.SetName( g_qeglobals.d_texturewin.texdef.GetName() );
+
+               Undo_Start( "set face textures" );
+               Undo_AddBrush( t.brush );
+               SetFaceTexdef( t.face, &tex, &brushprimit_tex, false, NULL );
+               Brush_Build( t.brush, false );
+               Undo_EndBrush( t.brush );
+               Undo_End();
+
+               Sys_UpdateWindows( W_CAMERA );
+               g_pParentWnd->OnTimer();
+       }
 }