]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - radiant/camwindow.cpp
Merge pull request #27 from freemancw/master
[xonotic/netradiant.git] / radiant / camwindow.cpp
index 68b959d585bfd50a263e33ede141c144e3f435dc..4e3b8c0b5452e095e5f4d37b9baeb4a47643fc21 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
+ */
 
 //
 // Camera Window
@@ -27,13 +27,12 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 
 #include "stdafx.h"
 #include <gtk/gtk.h>
-#include <glib/gi18n.h>
 #include <GL/gl.h>
 
 extern void DrawPathLines();
-extern void Select_ShiftTexture(int x, int y);
-extern void Select_RotateTexture(int amt);
-extern void DrawAlternatePoint(vec3_t v, float scale);
+extern void Select_ShiftTexture( int x, int y );
+extern void Select_RotateTexture( int amt );
+extern void DrawAlternatePoint( vec3_t v, float scale );
 //extern void Select_ScaleTexture(int x, int y);
 
 extern int g_nPatchClickedView;
@@ -44,775 +43,767 @@ brush_t* g_pSplitList = NULL;
 // CamWnd class
 
 CamWnd::CamWnd ()
-  : GLWindow (TRUE), m_XORRectangle(m_pWidget)
-{
-  m_nNumTransBrushes = 0;
-  memset(&m_Camera, 0, sizeof(camera_t));
-  m_pSide_select = NULL;
-  m_bClipMode = false;
-  m_bFreeMove = false;
-  Cam_Init();
+       : GLWindow( TRUE ), m_XORRectangle( m_pWidget ){
+       m_nNumTransBrushes = 0;
+       memset( &m_Camera, 0, sizeof( camera_t ) );
+       m_pSide_select = NULL;
+       m_bClipMode = false;
+       m_bFreeMove = false;
+       Cam_Init();
 }
 
-CamWnd::~CamWnd ()
-{
+CamWnd::~CamWnd (){
 }
 
-void CamWnd::OnCreate ()
-{
-  if (!MakeCurrent ())
-    Error ("glMakeCurrent failed");
-
-  gtk_glwidget_create_font (m_pWidget);
-
-  // report OpenGL information
-  Sys_Printf ("GL_VENDOR: %s\n", qglGetString (GL_VENDOR));
-  Sys_Printf ("GL_RENDERER: %s\n", qglGetString (GL_RENDERER));
-  Sys_Printf ("GL_VERSION: %s\n", qglGetString (GL_VERSION));
-  Sys_Printf ("GL_EXTENSIONS: %s\n", qglGetString (GL_EXTENSIONS));
-
-  // Set off texture compression supported
-  g_qeglobals.bTextureCompressionSupported = 0;
-
-  // finalize OpenGL init
-  // NOTE
-  // why is this here? well .. the Gtk objects get constructed when you enter gtk_main
-  // and I wanted to have the extensions information in the editor startup console (avoid looking that up in the early console)
-  // RIANT
-  // I Split this up so as to add support for extension and user-friendly
-  // compression format selection.
-  // ADD new globals for your new format so as to minimise
-  // calls to Sys_QGL_ExtensionSupported
-  // NOTE TTimo: I don't really like this approach with globals. Frequent calls to Sys_QGL_ExtensionSupported don't sound like
-  //   a problem to me. If there is some caching to be done, then I think it should be inside Sys_QGL_ExtensionSupported
-  ///////////////////////////////////////////
-  // Check for default OpenGL
-  if (Sys_QGL_ExtensionSupported ("GL_ARB_texture_compression"))
-  {
-    g_qeglobals.bTextureCompressionSupported = 1;
-    g_qeglobals.m_bOpenGLCompressionSupported = 1;
-  }
-
-  // INSERT PROPRIETARY EXTENSIONS HERE
-  // Check for S3 extensions
-  // create a bool global for extension supported
-  if (Sys_QGL_ExtensionSupported ("GL_EXT_texture_compression_s3tc"))
-  {
-    g_qeglobals.bTextureCompressionSupported = 1;
-    g_qeglobals.m_bS3CompressionSupported = 1;
-  }
-
-  g_qeglobals.m_bOpenGLReady = true;
-
-  g_PrefsDlg.UpdateTextureCompression();
+void CamWnd::OnCreate(){
+       if ( !MakeCurrent() ) {
+               Error( "glMakeCurrent failed" );
+       }
+
+       // report OpenGL information
+       Sys_Printf( "GL_VENDOR: %s\n", qglGetString( GL_VENDOR ) );
+       Sys_Printf( "GL_RENDERER: %s\n", qglGetString( GL_RENDERER ) );
+       Sys_Printf( "GL_VERSION: %s\n", qglGetString( GL_VERSION ) );
+       Sys_Printf( "GL_EXTENSIONS: %s\n", qglGetString( GL_EXTENSIONS ) );
+
+       // Set off texture compression supported
+       g_qeglobals.bTextureCompressionSupported = 0;
+
+       // finalize OpenGL init
+       // NOTE
+       // why is this here? well .. the Gtk objects get constructed when you enter gtk_main
+       // and I wanted to have the extensions information in the editor startup console (avoid looking that up in the early console)
+       // RIANT
+       // I Split this up so as to add support for extension and user-friendly
+       // compression format selection.
+       // ADD new globals for your new format so as to minimise
+       // calls to Sys_QGL_ExtensionSupported
+       // NOTE TTimo: I don't really like this approach with globals. Frequent calls to Sys_QGL_ExtensionSupported don't sound like
+       //   a problem to me. If there is some caching to be done, then I think it should be inside Sys_QGL_ExtensionSupported
+       ///////////////////////////////////////////
+       // Check for default OpenGL
+       if ( Sys_QGL_ExtensionSupported( "GL_ARB_texture_compression" ) ) {
+               g_qeglobals.bTextureCompressionSupported = 1;
+               g_qeglobals.m_bOpenGLCompressionSupported = 1;
+       }
+
+       // INSERT PROPRIETARY EXTENSIONS HERE
+       // Check for S3 extensions
+       // create a bool global for extension supported
+       if ( Sys_QGL_ExtensionSupported( "GL_EXT_texture_compression_s3tc" ) ) {
+               g_qeglobals.bTextureCompressionSupported = 1;
+               g_qeglobals.m_bS3CompressionSupported = 1;
+       }
+
+       g_qeglobals.m_bOpenGLReady = true;
+
+       g_PrefsDlg.UpdateTextureCompression();
 
 #ifdef ATIHACK_812
-  g_PrefsDlg.UpdateATIHack();
+       g_PrefsDlg.UpdateATIHack();
 #endif
 
-  g_qeglobals_gui.d_camera = m_pWidget;
+       g_qeglobals_gui.d_camera = m_pWidget;
 }
 
-void CamWnd::Cam_Init ()
-{
-  m_Camera.timing = false;
-  m_Camera.origin[0] = 0.f;
-  m_Camera.origin[1] = 20.f;
-  m_Camera.origin[2] = 46.f;
-  m_Camera.color[0] = 0.3f;
-  m_Camera.color[1] = 0.3f;
-  m_Camera.color[2] = 0.3f;
-  m_nCambuttonstate = 0;
+void CamWnd::Cam_Init(){
+       m_Camera.timing = false;
+       m_Camera.origin[0] = 0.f;
+       m_Camera.origin[1] = 20.f;
+       m_Camera.origin[2] = 46.f;
+       m_Camera.color[0] = 0.3f;
+       m_Camera.color[1] = 0.3f;
+       m_Camera.color[2] = 0.3f;
+       m_nCambuttonstate = 0;
 }
 
-void CamWnd::OnSize(int cx, int cy)
-{
-  m_Camera.width = cx;
-  m_Camera.height = cy;
-  gtk_widget_queue_draw(m_pWidget);
+void CamWnd::OnSize( int cx, int cy ){
+       m_Camera.width = cx;
+       m_Camera.height = cy;
+       gtk_widget_queue_draw( m_pWidget );
 }
 
-rectangle_t rectangle_from_area_cam()
-{
-  const float left = MIN(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0]);
-  const float top = MAX(g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1]);
-  const float right = MAX(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0]);
-  const float bottom = MIN(g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1]);
-  return rectangle_t(left, bottom, right - left, top - bottom);
+rectangle_t rectangle_from_area_cam(){
+       const float left = MIN( g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0] );
+       const float top = MAX( g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1] );
+       const float right = MAX( g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0] );
+       const float bottom = MIN( g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1] );
+       return rectangle_t( left, bottom, right - left, top - bottom );
 }
 
-void update_xor_rectangle(XORRectangle& xor_rectangle)
-{
-  rectangle_t rectangle;
-       if ((g_qeglobals.d_select_mode == sel_area))
-    rectangle = rectangle_from_area_cam();
-  xor_rectangle.set(rectangle);
+void update_xor_rectangle( XORRectangle& xor_rectangle ){
+       rectangle_t rectangle;
+       if ( ( g_qeglobals.d_select_mode == sel_area ) ) {
+               rectangle = rectangle_from_area_cam();
+       }
+       xor_rectangle.set( rectangle );
 }
 
-void CamWnd::OnMouseMove(guint32 flags, int pointx, int pointy)
-{
-  int height = m_pWidget->allocation.height;
-  // NOTE RR2DO2 this hasn't got any use anymore really. It is an old qeradiant feature
-  // that can be re-enabled by removing the checks for HasCapture and not shift/ctrl down
-  // but the scaling/rotating (unless done with the steps set in the surface inspector
-  // dialog) is way too sensitive to be of any use
-  if (HasCapture () && Sys_AltDown () &&
-      !((flags & MK_SHIFT) || (flags & MK_CONTROL)))
-  {
-    if (flags & MK_CONTROL)
-      Select_RotateTexture(pointy - m_ptLastCursorY);
-    else
-    if (flags & MK_SHIFT)
-      Select_ScaleTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);
-    else
-      Select_ShiftTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);
-  }
-  else
-  {
-    Cam_MouseMoved(pointx, height - 1 - pointy, flags);
-  }
-  m_ptLastCursorX = pointx;
-  m_ptLastCursorY = pointy;
-
-  update_xor_rectangle(m_XORRectangle);
+void CamWnd::OnMouseMove( guint32 flags, int pointx, int pointy ){
+       int height = m_pWidget->allocation.height;
+       // NOTE RR2DO2 this hasn't got any use anymore really. It is an old qeradiant feature
+       // that can be re-enabled by removing the checks for HasCapture and not shift/ctrl down
+       // but the scaling/rotating (unless done with the steps set in the surface inspector
+       // dialog) is way too sensitive to be of any use
+       if ( HasCapture() && Sys_AltDown() &&
+                !( ( flags & MK_SHIFT ) || ( flags & MK_CONTROL ) ) ) {
+               if ( flags & MK_CONTROL ) {
+                       Select_RotateTexture( pointy - m_ptLastCursorY );
+               }
+               else
+               if ( flags & MK_SHIFT ) {
+                       Select_ScaleTexture( pointx - m_ptLastCursorX, m_ptLastCursorY - pointy );
+               }
+               else{
+                       Select_ShiftTexture( pointx - m_ptLastCursorX, m_ptLastCursorY - pointy );
+               }
+       }
+       else
+       {
+               Cam_MouseMoved( pointx, height - 1 - pointy, flags );
+       }
+       m_ptLastCursorX = pointx;
+       m_ptLastCursorY = pointy;
+
+       update_xor_rectangle( m_XORRectangle );
 }
 
-void CamWnd::OnMouseWheel(bool bUp)
-{
-  if (bUp)
-    VectorMA (m_Camera.origin, g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
-  else
-    VectorMA (m_Camera.origin, -g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
+void CamWnd::OnMouseWheel( bool bUp ){
+       if ( bUp ) {
+               VectorMA( m_Camera.origin, g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
+       }
+       else{
+               VectorMA( m_Camera.origin, -g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
+       }
 
-  int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
-  Sys_UpdateWindows (nUpdate);
-  g_pParentWnd->OnTimer ();
+       int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
+       Sys_UpdateWindows( nUpdate );
+       g_pParentWnd->OnTimer();
 }
 
-void CamWnd::OnLButtonDown(guint32 nFlags, int pointx, int pointy)
-{
-  m_ptLastCursorX = pointx;
-  m_ptLastCursorY = pointy;
-  OriginalMouseDown(nFlags, pointx, pointy);
+void CamWnd::OnLButtonDown( guint32 nFlags, int pointx, int pointy ){
+       m_ptLastCursorX = pointx;
+       m_ptLastCursorY = pointy;
+       OriginalMouseDown( nFlags, pointx, pointy );
 }
 
-void CamWnd::OnLButtonUp(guint32 nFlags, int pointx, int pointy)
-{
-  OriginalMouseUp(nFlags, pointx, pointy);
+void CamWnd::OnLButtonUp( guint32 nFlags, int pointx, int pointy ){
+       OriginalMouseUp( nFlags, pointx, pointy );
 }
 
-void CamWnd::OnMButtonDown(guint32 nFlags, int pointx, int pointy)
-{
-  OriginalMouseDown(nFlags, pointx, pointy);
+void CamWnd::OnMButtonDown( guint32 nFlags, int pointx, int pointy ){
+       OriginalMouseDown( nFlags, pointx, pointy );
 }
 
-void CamWnd::OnMButtonUp(guint32 nFlags, int pointx, int pointy)
-{
-  OriginalMouseUp(nFlags, pointx, pointy);
+void CamWnd::OnMButtonUp( guint32 nFlags, int pointx, int pointy ){
+       OriginalMouseUp( nFlags, pointx, pointy );
 }
 
-void CamWnd::OnRButtonDown(guint32 nFlags, int pointx, int pointy)
-{
-  OriginalMouseDown(nFlags, pointx, pointy);
+void CamWnd::OnRButtonDown( guint32 nFlags, int pointx, int pointy ){
+       OriginalMouseDown( nFlags, pointx, pointy );
 }
 
-void CamWnd::OnRButtonUp(guint32 nFlags, int pointx, int pointy)
-{
-  OriginalMouseUp(nFlags, pointx, pointy);
+void CamWnd::OnRButtonUp( guint32 nFlags, int pointx, int pointy ){
+       OriginalMouseUp( nFlags, pointx, pointy );
 }
 
-void CamWnd::OriginalMouseUp(guint32 nFlags, int pointx, int pointy)
-{
-  int height = m_pWidget->allocation.height;
+void CamWnd::OriginalMouseUp( guint32 nFlags, int pointx, int pointy ){
+       int height = m_pWidget->allocation.height;
 
-  if(g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off)
-  {
-    g_qeglobals.d_select_mode = sel_brush;
-  }
+       if ( g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off ) {
+               g_qeglobals.d_select_mode = sel_brush;
+       }
 
-  Cam_MouseUp(pointx, height - 1 - pointy, nFlags);
-  ReleaseCapture ();
+       Cam_MouseUp( pointx, height - 1 - pointy, nFlags );
+       ReleaseCapture();
 
-  update_xor_rectangle(m_XORRectangle);
+       update_xor_rectangle( m_XORRectangle );
 }
 
-void CamWnd::OriginalMouseDown(guint32 nFlags, int pointx, int pointy)
-{
-  int height = m_pWidget->allocation.height;
+void CamWnd::OriginalMouseDown( guint32 nFlags, int pointx, int pointy ){
+       int height = m_pWidget->allocation.height;
 
-  SetFocus();
-  SetCapture();
-  Cam_MouseDown (pointx, height - 1 - pointy, nFlags);
+       SetFocus();
+       SetCapture();
+       Cam_MouseDown( pointx, height - 1 - pointy, nFlags );
 
-  update_xor_rectangle(m_XORRectangle);
+       update_xor_rectangle( m_XORRectangle );
 }
 
-void CamWnd::Cam_BuildMatrix()
-{
-  float        ya;
-  float        matrix[4][4];
-  int          i;
-
-  if (!m_bFreeMove)
-  {
-    ya = m_Camera.angles[1]/180*Q_PI;
-
-    // the movement matrix is kept 2d
-    m_Camera.forward[0] = cos(ya);
-    m_Camera.forward[1] = sin(ya);
-    m_Camera.forward[2] = 0;
-    m_Camera.right[0] = m_Camera.forward[1];
-    m_Camera.right[1] = -m_Camera.forward[0];
-  }
-  else
-  {
-    AngleVectors( m_Camera.angles, m_Camera.forward, m_Camera.right, NULL );
-    m_Camera.forward[2] = -m_Camera.forward[2];
-  }
-
-  memcpy(matrix, m_Camera.projection, sizeof(m4x4_t));
-  m4x4_multiply_by_m4x4(&matrix[0][0], &m_Camera.modelview[0][0]);
-
-  //qglGetFloatv (GL_PROJECTION_MATRIX, &matrix[0][0]);
-
-  for (i=0 ; i<3 ; i++)
-  {
-    m_Camera.vright[i] = matrix[i][0];
-    m_Camera.vup[i] = matrix[i][1];
-    m_Camera.vpn[i] = matrix[i][2];
-  }
-
-  VectorNormalize (m_Camera.vright, m_Camera.vright);
-  VectorNormalize (m_Camera.vup, m_Camera.vup);
-  VectorNormalize (m_Camera.vpn, m_Camera.vpn);
+void CamWnd::Cam_BuildMatrix(){
+       float ya;
+       float matrix[4][4];
+       int i;
+
+       if ( !m_bFreeMove ) {
+               ya = m_Camera.angles[1] / 180 * Q_PI;
+
+               // the movement matrix is kept 2d
+               m_Camera.forward[0] = cos( ya );
+               m_Camera.forward[1] = sin( ya );
+               m_Camera.forward[2] = 0;
+               m_Camera.right[0] = m_Camera.forward[1];
+               m_Camera.right[1] = -m_Camera.forward[0];
+       }
+       else
+       {
+               AngleVectors( m_Camera.angles, m_Camera.forward, m_Camera.right, NULL );
+               m_Camera.forward[2] = -m_Camera.forward[2];
+       }
+
+       memcpy( matrix, m_Camera.projection, sizeof( m4x4_t ) );
+       m4x4_multiply_by_m4x4( &matrix[0][0], &m_Camera.modelview[0][0] );
+
+       //qglGetFloatv (GL_PROJECTION_MATRIX, &matrix[0][0]);
+
+       for ( i = 0 ; i < 3 ; i++ )
+       {
+               m_Camera.vright[i] = matrix[i][0];
+               m_Camera.vup[i] = matrix[i][1];
+               m_Camera.vpn[i] = matrix[i][2];
+       }
+
+       VectorNormalize( m_Camera.vright, m_Camera.vright );
+       VectorNormalize( m_Camera.vup, m_Camera.vup );
+       VectorNormalize( m_Camera.vpn, m_Camera.vpn );
 }
 
-void CamWnd::Cam_ChangeFloor (qboolean up)
-{
-  brush_t      *b;
-  float        d, bestd, current;
-  vec3_t       start, dir;
-
-  start[0] = m_Camera.origin[0];
-  start[1] = m_Camera.origin[1];
-  start[2] = g_MaxWorldCoord;
-  dir[0] = dir[1] = 0;
-  dir[2] = -1;
-
-  current = g_MaxWorldCoord - (m_Camera.origin[2] - 48);
-  if (up)
-    bestd = 0;
-  else
-    bestd = 2*g_MaxWorldCoord;
-
-  for (b=active_brushes.next ; b != &active_brushes ; b=b->next)
-  {
-    if (!Brush_Ray (start, dir, b, &d))
-      continue;
-    if (up && d < current && d > bestd)
-      bestd = d;
-    if (!up && d > current && d < bestd)
-      bestd = d;
-  }
-
-  if (bestd == 0 || bestd == 2*g_MaxWorldCoord)
-    return;
-
-  m_Camera.origin[2] += current - bestd;
-  Sys_UpdateWindows (W_CAMERA|W_Z_OVERLAY);
+void CamWnd::Cam_ChangeFloor( qboolean up ){
+       brush_t   *b;
+       float d, bestd, current;
+       vec3_t start, dir;
+
+       start[0] = m_Camera.origin[0];
+       start[1] = m_Camera.origin[1];
+       start[2] = g_MaxWorldCoord;
+       dir[0] = dir[1] = 0;
+       dir[2] = -1;
+
+       current = g_MaxWorldCoord - ( m_Camera.origin[2] - 48 );
+       if ( up ) {
+               bestd = 0;
+       }
+       else{
+               bestd = 2 * g_MaxWorldCoord;
+       }
+
+       for ( b = active_brushes.next ; b != &active_brushes ; b = b->next )
+       {
+               if ( !Brush_Ray( start, dir, b, &d ) ) {
+                       continue;
+               }
+               if ( up && d < current && d > bestd ) {
+                       bestd = d;
+               }
+               if ( !up && d > current && d < bestd ) {
+                       bestd = d;
+               }
+       }
+
+       if ( bestd == 0 || bestd == 2 * g_MaxWorldCoord ) {
+               return;
+       }
+
+       m_Camera.origin[2] += current - bestd;
+       Sys_UpdateWindows( W_CAMERA | W_Z_OVERLAY );
 }
 
-void CamWnd::Cam_PositionDrag()
-{
-  int x, y;
-
-  Sys_GetCursorPos (&x, &y);
-  if (x != m_ptCursorX || y != m_ptCursorY)
-  {
-    x -= m_ptCursorX;
-    VectorMA (m_Camera.origin, x, m_Camera.vright, m_Camera.origin);
-    y -= m_ptCursorY;
-    m_Camera.origin[2] -= y;
-    Sys_SetCursorPos(m_ptCursorX, m_ptCursorY);
-    Sys_UpdateWindows (W_CAMERA | W_XY_OVERLAY);
-  }
+void CamWnd::Cam_PositionDrag(){
+       int x, y;
+
+       Sys_GetCursorPos( &x, &y );
+       if ( x != m_ptCursorX || y != m_ptCursorY ) {
+               x -= m_ptCursorX;
+               VectorMA( m_Camera.origin, x, m_Camera.vright, m_Camera.origin );
+               y -= m_ptCursorY;
+               m_Camera.origin[2] -= y;
+               Sys_SetCursorPos( m_ptCursorX, m_ptCursorY );
+               Sys_UpdateWindows( W_CAMERA | W_XY_OVERLAY );
+       }
 }
 
-void CamWnd::Cam_MouseControl (float dtime)
-{
-  Cam_KeyControl (dtime);
-
-  if( g_PrefsDlg.m_bCamFreeLook )
-  {
-    int dx, dy;
-    gint x, y;
-
-    if( !m_bFreeMove || m_nCambuttonstate == MK_CONTROL )
-      return;
-
-    // Update angles
-    Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);
-
-    dx = m_ptLastCamCursorX - m_ptCursorX;
-    dy = m_ptLastCamCursorY - m_ptCursorY;
-
-    gdk_window_get_origin( m_pWidget->window, &x, &y);
-
-    m_ptLastCamCursorX = x + (m_Camera.width / 2);
-    m_ptLastCamCursorY = y + (m_Camera.height / 2);
-
-    Sys_SetCursorPos(m_ptLastCamCursorX, m_ptLastCamCursorY);
-
-    // Don't use pitch
-    if(!g_PrefsDlg.m_bCamFreeLookStrafe) {
-      if (g_PrefsDlg.m_bCamInverseMouse)
-            m_Camera.angles[PITCH] -= dy * dtime * g_PrefsDlg.m_nAngleSpeed;
-      else
-            m_Camera.angles[PITCH] += dy * dtime * g_PrefsDlg.m_nAngleSpeed;
-    } else {
-      VectorMA (m_Camera.origin, dy * (float) (g_PrefsDlg.m_nMoveSpeed / 6.0f), m_Camera.forward, m_Camera.origin);
-    }
-
-    m_Camera.angles[YAW] += dx * dtime * g_PrefsDlg.m_nAngleSpeed;
-
-    if (m_Camera.angles[PITCH] > 90)
-      m_Camera.angles[PITCH] = 90;
-    else if (m_Camera.angles[PITCH] < -90)
-      m_Camera.angles[PITCH] = -90;
-
-    if (m_Camera.angles[YAW] >= 360)
-      m_Camera.angles[YAW] = 0;
-    else if (m_Camera.angles[YAW] <= -360)
-      m_Camera.angles[YAW] = 0;
-
-    if( dx || dy || m_Camera.movementflags )
-    {
-      int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
-      Sys_UpdateWindows (nUpdate);
-      g_pParentWnd->OnTimer ();
-    }
-  }
-  else
-  {
-    int   xl, xh;
-    int        yl, yh;
-    float      xf, yf;
-
-    if (g_PrefsDlg.m_nMouseButtons == 2)
-    {
-      if (m_nCambuttonstate != (MK_RBUTTON | MK_SHIFT))
-        return;
-    }
-    else
-    {
-      if (m_nCambuttonstate != MK_RBUTTON)
-        return;
-    }
-
-    xf = (float)(m_ptButtonX - m_Camera.width/2) / (m_Camera.width/2);
-    yf = (float)(m_ptButtonY - m_Camera.height/2) / (m_Camera.height/2);
-
-    xl = m_Camera.width/3;
-    xh = xl*2;
-    yl = m_Camera.height/3;
-    yh = yl*2;
-
-    xf *= 1.0 - fabs(yf);
-    if (xf < 0)
-    {
-      xf += 0.1f;
-      if (xf > 0)
-        xf = 0;
-    }
-    else
-    {
-      xf -= 0.1f;
-      if (xf < 0)
-        xf = 0;
-    }
-
-    VectorMA (m_Camera.origin, yf*dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
-    m_Camera.angles[YAW] += xf*-dtime*g_PrefsDlg.m_nAngleSpeed;
-
-    int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
-    Sys_UpdateWindows (nUpdate);
-    g_pParentWnd->OnTimer ();
-  }
+void CamWnd::Cam_MouseControl( float dtime ){
+       Cam_KeyControl( dtime );
+
+       if ( g_PrefsDlg.m_bCamFreeLook ) {
+               int dx, dy;
+               gint x, y;
+
+               if ( !m_bFreeMove || m_nCambuttonstate == MK_CONTROL ) {
+                       return;
+               }
+
+               // Update angles
+               Sys_GetCursorPos( &m_ptCursorX, &m_ptCursorY );
+
+               dx = m_ptLastCamCursorX - m_ptCursorX;
+               dy = m_ptLastCamCursorY - m_ptCursorY;
+
+               gdk_window_get_origin( m_pWidget->window, &x, &y );
+
+               m_ptLastCamCursorX = x + ( m_Camera.width / 2 );
+               m_ptLastCamCursorY = y + ( m_Camera.height / 2 );
+
+               Sys_SetCursorPos( m_ptLastCamCursorX, m_ptLastCamCursorY );
+
+               // Don't use pitch
+               if ( !g_PrefsDlg.m_bCamFreeLookStrafe ) {
+                       if ( g_PrefsDlg.m_bCamInverseMouse ) {
+                               m_Camera.angles[PITCH] -= dy * dtime * g_PrefsDlg.m_nAngleSpeed;
+                       }
+                       else{
+                               m_Camera.angles[PITCH] += dy * dtime * g_PrefsDlg.m_nAngleSpeed;
+                       }
+               }
+               else {
+                       VectorMA( m_Camera.origin, dy * (float) ( g_PrefsDlg.m_nMoveSpeed / 6.0f ), m_Camera.forward, m_Camera.origin );
+               }
+
+               m_Camera.angles[YAW] += dx * dtime * g_PrefsDlg.m_nAngleSpeed;
+
+               if ( m_Camera.angles[PITCH] > 90 ) {
+                       m_Camera.angles[PITCH] = 90;
+               }
+               else if ( m_Camera.angles[PITCH] < -90 ) {
+                       m_Camera.angles[PITCH] = -90;
+               }
+
+               if ( m_Camera.angles[YAW] >= 360 ) {
+                       m_Camera.angles[YAW] = 0;
+               }
+               else if ( m_Camera.angles[YAW] <= -360 ) {
+                       m_Camera.angles[YAW] = 0;
+               }
+
+               if ( dx || dy || m_Camera.movementflags ) {
+                       int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
+                       Sys_UpdateWindows( nUpdate );
+                       g_pParentWnd->OnTimer();
+               }
+       }
+       else
+       {
+               int xl, xh;
+               int yl, yh;
+               float xf, yf;
+
+               if ( g_PrefsDlg.m_nMouseButtons == 2 ) {
+                       if ( m_nCambuttonstate != ( MK_RBUTTON | MK_SHIFT ) ) {
+                               return;
+                       }
+               }
+               else
+               {
+                       if ( m_nCambuttonstate != MK_RBUTTON ) {
+                               return;
+                       }
+               }
+
+               xf = (float)( m_ptButtonX - m_Camera.width / 2 ) / ( m_Camera.width / 2 );
+               yf = (float)( m_ptButtonY - m_Camera.height / 2 ) / ( m_Camera.height / 2 );
+
+               xl = m_Camera.width / 3;
+               xh = xl * 2;
+               yl = m_Camera.height / 3;
+               yh = yl * 2;
+
+               xf *= 1.0 - fabs( yf );
+               if ( xf < 0 ) {
+                       xf += 0.1f;
+                       if ( xf > 0 ) {
+                               xf = 0;
+                       }
+               }
+               else
+               {
+                       xf -= 0.1f;
+                       if ( xf < 0 ) {
+                               xf = 0;
+                       }
+               }
+
+               VectorMA( m_Camera.origin, yf * dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
+               m_Camera.angles[YAW] += xf * -dtime * g_PrefsDlg.m_nAngleSpeed;
+
+               int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
+               Sys_UpdateWindows( nUpdate );
+               g_pParentWnd->OnTimer();
+       }
 }
 
-void CamWnd::Cam_KeyControl (float dtime) {
-
-  // Update angles
-  if (m_Camera.movementflags & MOVE_ROTLEFT)
-    m_Camera.angles[YAW] += 15*dtime*g_PrefsDlg.m_nAngleSpeed;
-  if (m_Camera.movementflags & MOVE_ROTRIGHT)
-    m_Camera.angles[YAW] -= 15*dtime*g_PrefsDlg.m_nAngleSpeed;
-
-  // Update position
-  if (m_Camera.movementflags & MOVE_FORWARD)
-    VectorMA (m_Camera.origin, dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
-  if (m_Camera.movementflags & MOVE_BACK)
-    VectorMA (m_Camera.origin, -dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
-  if (m_Camera.movementflags & MOVE_STRAFELEFT)
-    VectorMA (m_Camera.origin, -dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin);
-  if (m_Camera.movementflags & MOVE_STRAFERIGHT)
-    VectorMA (m_Camera.origin, dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin);
-
-  // Save a screen update (when m_bFreeMove is enabled, mousecontrol does the update)
-  if( !m_bFreeMove && m_Camera.movementflags )
-  {
-     int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
-     Sys_UpdateWindows (nUpdate);
-     g_pParentWnd->OnTimer ();
-  }
+void CamWnd::Cam_KeyControl( float dtime ) {
+
+       // Update angles
+       if ( m_Camera.movementflags & MOVE_ROTLEFT ) {
+               m_Camera.angles[YAW] += 15 * dtime * g_PrefsDlg.m_nAngleSpeed;
+       }
+       if ( m_Camera.movementflags & MOVE_ROTRIGHT ) {
+               m_Camera.angles[YAW] -= 15 * dtime * g_PrefsDlg.m_nAngleSpeed;
+       }
+
+       // Update position
+       if ( m_Camera.movementflags & MOVE_FORWARD ) {
+               VectorMA( m_Camera.origin, dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
+       }
+       if ( m_Camera.movementflags & MOVE_BACK ) {
+               VectorMA( m_Camera.origin, -dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin );
+       }
+       if ( m_Camera.movementflags & MOVE_STRAFELEFT ) {
+               VectorMA( m_Camera.origin, -dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin );
+       }
+       if ( m_Camera.movementflags & MOVE_STRAFERIGHT ) {
+               VectorMA( m_Camera.origin, dtime * g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin );
+       }
+
+       // Save a screen update (when m_bFreeMove is enabled, mousecontrol does the update)
+       if ( !m_bFreeMove && m_Camera.movementflags ) {
+               int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
+               Sys_UpdateWindows( nUpdate );
+               g_pParentWnd->OnTimer();
+       }
 }
 
 // NOTE TTimo if there's an OS-level focus out of the application
 //   then we can release the camera cursor grab
-static gint camwindow_focusout(GtkWidget* widget, GdkEventKey* event, gpointer data)
-{
-  g_pParentWnd->GetCamWnd ()->ToggleFreeMove();
-  return FALSE;
+static gint camwindow_focusout( GtkWidget* widget, GdkEventKey* event, gpointer data ){
+       g_pParentWnd->GetCamWnd()->ToggleFreeMove();
+       return FALSE;
 }
 
-void CamWnd::ToggleFreeMove()
-{
-  GdkWindow *window;
-  GtkWidget *widget;
-
-  m_bFreeMove = !m_bFreeMove;
-  Camera()->movementflags = 0;
-  m_ptLastCamCursorX = m_ptCursorX;
-  m_ptLastCamCursorY = m_ptCursorY;
-
-  if (g_pParentWnd->CurrentStyle() == MainFrame::eFloating)
-  {
-    widget = g_pParentWnd->GetCamWnd ()->m_pParent;
-    window = widget->window;
-  }
-  else
-  {
-    widget = g_pParentWnd->m_pWidget;
-    window = widget->window;
-  }
-
-  if (m_bFreeMove)
-  {
-
-    SetFocus();
-    SetCapture();
-
-    {
-      GdkPixmap *pixmap;
-      GdkBitmap *mask;
-      char buffer [(32 * 32)/8];
-      memset (buffer, 0, (32 * 32)/8);
-      GdkColor white = {0, 0xffff, 0xffff, 0xffff};
-      GdkColor black = {0, 0x0000, 0x0000, 0x0000};
-      pixmap = gdk_bitmap_create_from_data (NULL, buffer, 32, 32);
-      mask   = gdk_bitmap_create_from_data (NULL, buffer, 32, 32);
-      GdkCursor *cursor = gdk_cursor_new_from_pixmap (pixmap, mask, &white, &black, 1, 1);
-
-      gdk_window_set_cursor (window, cursor);
-      gdk_cursor_unref (cursor);
-      gdk_drawable_unref (pixmap);
-      gdk_drawable_unref (mask);
-    }
-
-    // RR2DO2: FIXME why does this only work the 2nd and
-    // further times the event is called? (floating windows
-    // mode seems to work fine though...)
-    m_FocusOutHandler_id = gtk_signal_connect (GTK_OBJECT (widget), "focus_out_event",
-                      GTK_SIGNAL_FUNC (camwindow_focusout), g_pParentWnd);
-
-    {
-      GdkEventMask mask = (GdkEventMask)(GDK_POINTER_MOTION_MASK
-      | GDK_POINTER_MOTION_HINT_MASK
-      | GDK_BUTTON_MOTION_MASK
-      | GDK_BUTTON1_MOTION_MASK
-      | GDK_BUTTON2_MOTION_MASK
-      | GDK_BUTTON3_MOTION_MASK
-      | GDK_BUTTON_PRESS_MASK
-      | GDK_BUTTON_RELEASE_MASK);
-
-      gdk_pointer_grab(widget->window, TRUE, mask, widget->window, NULL, GDK_CURRENT_TIME);
-    }
-  }
-  else
-  {
-    gdk_pointer_ungrab(GDK_CURRENT_TIME);
-
-    gtk_signal_disconnect (GTK_OBJECT (widget), m_FocusOutHandler_id);
-
-    GdkCursor *cursor = gdk_cursor_new (GDK_LEFT_PTR);
-    gdk_window_set_cursor (window, cursor);
-    gdk_cursor_unref (cursor);
-
-    ReleaseCapture();
-  }
-
-  int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
-  Sys_UpdateWindows (nUpdate);
-  g_pParentWnd->OnTimer ();
+void CamWnd::ToggleFreeMove(){
+       GdkWindow *window;
+       GtkWidget *widget;
+
+       m_bFreeMove = !m_bFreeMove;
+       Camera()->movementflags = 0;
+       m_ptLastCamCursorX = m_ptCursorX;
+       m_ptLastCamCursorY = m_ptCursorY;
+
+       if ( g_pParentWnd->CurrentStyle() == MainFrame::eFloating ) {
+               widget = g_pParentWnd->GetCamWnd()->m_pParent;
+               window = widget->window;
+       }
+       else
+       {
+               widget = g_pParentWnd->m_pWidget;
+               window = widget->window;
+       }
+
+       if ( m_bFreeMove ) {
+
+               SetFocus();
+               SetCapture();
+
+               {
+                       GdkPixmap *pixmap;
+                       GdkBitmap *mask;
+                       char buffer [( 32 * 32 ) / 8];
+                       memset( buffer, 0, ( 32 * 32 ) / 8 );
+                       GdkColor white = {0, 0xffff, 0xffff, 0xffff};
+                       GdkColor black = {0, 0x0000, 0x0000, 0x0000};
+                       pixmap = gdk_bitmap_create_from_data( NULL, buffer, 32, 32 );
+                       mask   = gdk_bitmap_create_from_data( NULL, buffer, 32, 32 );
+                       GdkCursor *cursor = gdk_cursor_new_from_pixmap( pixmap, mask, &white, &black, 1, 1 );
+
+                       gdk_window_set_cursor( window, cursor );
+                       gdk_cursor_unref( cursor );
+                       gdk_drawable_unref( pixmap );
+                       gdk_drawable_unref( mask );
+               }
+
+               // RR2DO2: FIXME why does this only work the 2nd and
+               // further times the event is called? (floating windows
+               // mode seems to work fine though...)
+               m_FocusOutHandler_id = gtk_signal_connect( GTK_OBJECT( widget ), "focus_out_event",
+                                                                                                  GTK_SIGNAL_FUNC( camwindow_focusout ), g_pParentWnd );
+
+               {
+                       GdkEventMask mask = (GdkEventMask)( GDK_POINTER_MOTION_MASK
+                                                                                               | GDK_POINTER_MOTION_HINT_MASK
+                                                                                               | GDK_BUTTON_MOTION_MASK
+                                                                                               | GDK_BUTTON1_MOTION_MASK
+                                                                                               | GDK_BUTTON2_MOTION_MASK
+                                                                                               | GDK_BUTTON3_MOTION_MASK
+                                                                                               | GDK_BUTTON_PRESS_MASK
+                                                                                               | GDK_BUTTON_RELEASE_MASK );
+
+                       gdk_pointer_grab( widget->window, TRUE, mask, widget->window, NULL, GDK_CURRENT_TIME );
+               }
+       }
+       else
+       {
+               gdk_pointer_ungrab( GDK_CURRENT_TIME );
+
+               gtk_signal_disconnect( GTK_OBJECT( widget ), m_FocusOutHandler_id );
+
+               GdkCursor *cursor = gdk_cursor_new( GDK_LEFT_PTR );
+               gdk_window_set_cursor( window, cursor );
+               gdk_cursor_unref( cursor );
+
+               ReleaseCapture();
+       }
+
+       int nUpdate = ( g_PrefsDlg.m_bCamXYUpdate ) ? ( W_CAMERA | W_XY ) : ( W_CAMERA );
+       Sys_UpdateWindows( nUpdate );
+       g_pParentWnd->OnTimer();
 }
 
-void CamWnd::Cam_MouseDown(int x, int y, int buttons)
-{
-  vec3_t  dir;
-  float          f, r, u;
-  int     i;
-
-
-  //
-  // calc ray direction
-  //
-  u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
-  r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
-  f = 1;
-
-  for (i=0 ; i<3 ; i++)
-    dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
-  VectorNormalize (dir, dir);
-
-  Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);
-
-  m_nCambuttonstate = buttons;
-  m_ptButtonX = x;
-  m_ptButtonY = y;
-
-  // LBUTTON = manipulate selection
-  // shift-LBUTTON = select
-  // middle button = grab texture
-  // ctrl-middle button = set entire brush to texture
-  // ctrl-shift-middle button = set single face to texture
-  int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
-  if ((buttons == MK_LBUTTON)
-      || (buttons == (MK_LBUTTON | MK_SHIFT))
-      || (buttons == (MK_LBUTTON | MK_CONTROL))
-      || (buttons == (MK_LBUTTON | MK_CONTROL | MK_SHIFT))
-      || (buttons == nMouseButton)
-      || (buttons == (nMouseButton|MK_SHIFT))
-      || (buttons == (nMouseButton|MK_CONTROL))
-      || (buttons == (nMouseButton|MK_SHIFT|MK_CONTROL)))
-  {
-    if (g_PrefsDlg.m_nMouseButtons == 2 && (buttons == (MK_RBUTTON | MK_SHIFT)))
-    {
-      if (g_PrefsDlg.m_bCamFreeLook)
-        ToggleFreeMove();
-      else
-        Cam_MouseControl (0.1f);
-    }
-    else
-    {
-      // something global needs to track which window is responsible for stuff
-      Patch_SetView(W_CAMERA);
-      Drag_Begin (x, y, buttons, m_Camera.vright, m_Camera.vup,        m_Camera.origin, dir, true);
-    }
-    return;
-  }
-
-  if (buttons == MK_RBUTTON)
-  {
-    if (g_PrefsDlg.m_bCamFreeLook)
-      ToggleFreeMove();
-    else
-      Cam_MouseControl (0.1f);
-    return;
-  }
+void CamWnd::Cam_MouseDown( int x, int y, int buttons ){
+       vec3_t dir;
+       float f, r, u;
+       int i;
+
+
+       //
+       // calc ray direction
+       //
+       u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
+       r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
+       f = 1;
+
+       for ( i = 0 ; i < 3 ; i++ )
+               dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
+       VectorNormalize( dir, dir );
+
+       Sys_GetCursorPos( &m_ptCursorX, &m_ptCursorY );
+
+       m_nCambuttonstate = buttons;
+       m_ptButtonX = x;
+       m_ptButtonY = y;
+
+       // LBUTTON = manipulate selection
+       // shift-LBUTTON = select
+       // middle button = grab texture
+       // ctrl-middle button = set entire brush to texture
+       // ctrl-shift-middle button = set single face to texture
+       int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
+       if ( ( buttons == MK_LBUTTON )
+                || ( buttons == ( MK_LBUTTON | MK_SHIFT ) )
+                || ( buttons == ( MK_LBUTTON | MK_CONTROL ) )
+                || ( buttons == ( MK_LBUTTON | MK_CONTROL | MK_SHIFT ) )
+                || ( buttons == nMouseButton )
+                || ( buttons == ( nMouseButton | MK_SHIFT ) )
+                || ( buttons == ( nMouseButton | MK_CONTROL ) )
+                || ( buttons == ( nMouseButton | MK_SHIFT | MK_CONTROL ) ) ) {
+               if ( g_PrefsDlg.m_nMouseButtons == 2 && ( buttons == ( MK_RBUTTON | MK_SHIFT ) ) ) {
+                       if ( g_PrefsDlg.m_bCamFreeLook ) {
+                               ToggleFreeMove();
+                       }
+                       else{
+                               Cam_MouseControl( 0.1f );
+                       }
+               }
+               else
+               {
+                       // something global needs to track which window is responsible for stuff
+                       Patch_SetView( W_CAMERA );
+                       Drag_Begin( x, y, buttons, m_Camera.vright, m_Camera.vup, m_Camera.origin, dir, true );
+               }
+               return;
+       }
+
+       if ( buttons == MK_RBUTTON ) {
+               if ( g_PrefsDlg.m_bCamFreeLook ) {
+                       ToggleFreeMove();
+               }
+               else{
+                       Cam_MouseControl( 0.1f );
+               }
+               return;
+       }
 }
 
-void CamWnd::Cam_MouseUp (int x, int y, int buttons)
-{
-  m_nCambuttonstate = 0;
-  Drag_MouseUp (buttons);
+void CamWnd::Cam_MouseUp( int x, int y, int buttons ){
+       m_nCambuttonstate = 0;
+       Drag_MouseUp( buttons );
 }
 
-void CamWnd::Cam_MouseMoved (int x, int y, int buttons)
-{
-  m_nCambuttonstate = buttons;
-  if (!buttons)
-    return;
-
-  if( g_PrefsDlg.m_nCamDragMultiSelect )
-  {
-    if (g_qeglobals.d_select_mode == sel_brush_on  || g_qeglobals.d_select_mode == sel_brush_off)
-    {
-      bool bDoDragMultiSelect = FALSE;
-
-      if( g_PrefsDlg.m_nCamDragMultiSelect == 1 && buttons == (MK_LBUTTON|MK_SHIFT) )
-        bDoDragMultiSelect = TRUE;
-      else if( g_PrefsDlg.m_nCamDragMultiSelect == 2 && buttons == (MK_LBUTTON|MK_CONTROL) && Sys_AltDown() )
-        bDoDragMultiSelect = TRUE;
-
-      if( bDoDragMultiSelect )
-      {
-        vec3_t  dir;
-        float   f, r, u;
-        int     i;
-
-        //
-        // calc ray direction
-        //
-        u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
-        r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
-        f = 1;
-
-        for (i=0 ; i<3 ; i++)
-          dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
-        VectorNormalize (dir,dir);
-
-        switch( g_qeglobals.d_select_mode )
-        {
-        case sel_brush_on:
-          Select_Ray( m_Camera.origin, dir, (SF_DRAG_ON|SF_CAMERA) );
-          break;
-
-        case sel_brush_off:
-          Select_Ray( m_Camera.origin, dir, (SF_DRAG_OFF|SF_CAMERA) );
-          break;
-
-        default:
-          break;
-        }
-        return;
-      }
-    }
-    else if (g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off)
-    {
-      if( buttons == (MK_LBUTTON|MK_CONTROL|MK_SHIFT) )
-      {
-        vec3_t dir;
-        float          f, r, u;
-        int                    i;
-
-        //
-        // calc ray direction
-        //
-        u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
-        r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
-        f = 1;
-
-        for (i=0 ; i<3 ; i++)
-          dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
-        VectorNormalize (dir,dir);
-
-        switch( g_qeglobals.d_select_mode )
-        {
-        case sel_facets_on:
-          Select_Ray( m_Camera.origin, dir, (SF_SINGLEFACE|SF_DRAG_ON|SF_CAMERA) );
-          break;
-
-        case sel_facets_off:
-          Select_Ray( m_Camera.origin, dir, (SF_SINGLEFACE|SF_DRAG_OFF|SF_CAMERA) );
-          break;
-
-        default:
-          break;
-        }
-        return;
-      }
-    }
-  }
-
-  m_ptButtonX = x;
-  m_ptButtonY = y;
-
-  if ( (m_bFreeMove && (buttons & MK_CONTROL) && !(buttons & MK_SHIFT)) || (!m_bFreeMove && (buttons == (MK_RBUTTON|MK_CONTROL))) )
-  {
-    Cam_PositionDrag ();
-    Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);
-    return;
-  }
-
-  Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);
-
-  if (buttons & (MK_LBUTTON | MK_MBUTTON) )
-  {
-    Drag_MouseMoved (x, y, buttons);
-    if(g_qeglobals.d_select_mode != sel_area)
-      Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);
-  }
+void CamWnd::Cam_MouseMoved( int x, int y, int buttons ){
+       m_nCambuttonstate = buttons;
+       if ( !buttons ) {
+               return;
+       }
+
+       if ( g_PrefsDlg.m_nCamDragMultiSelect ) {
+               if ( g_qeglobals.d_select_mode == sel_brush_on  || g_qeglobals.d_select_mode == sel_brush_off ) {
+                       bool bDoDragMultiSelect = FALSE;
+
+                       if ( g_PrefsDlg.m_nCamDragMultiSelect == 1 && buttons == ( MK_LBUTTON | MK_SHIFT ) ) {
+                               bDoDragMultiSelect = TRUE;
+                       }
+                       else if ( g_PrefsDlg.m_nCamDragMultiSelect == 2 && buttons == ( MK_LBUTTON | MK_CONTROL ) && Sys_AltDown() ) {
+                               bDoDragMultiSelect = TRUE;
+                       }
+
+                       if ( bDoDragMultiSelect ) {
+                               vec3_t dir;
+                               float f, r, u;
+                               int i;
+
+                               //
+                               // calc ray direction
+                               //
+                               u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
+                               r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
+                               f = 1;
+
+                               for ( i = 0 ; i < 3 ; i++ )
+                                       dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
+                               VectorNormalize( dir,dir );
+
+                               switch ( g_qeglobals.d_select_mode )
+                               {
+                               case sel_brush_on:
+                                       Select_Ray( m_Camera.origin, dir, ( SF_DRAG_ON | SF_CAMERA ) );
+                                       break;
+
+                               case sel_brush_off:
+                                       Select_Ray( m_Camera.origin, dir, ( SF_DRAG_OFF | SF_CAMERA ) );
+                                       break;
+
+                               default:
+                                       break;
+                               }
+                               return;
+                       }
+               }
+               else if ( g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off ) {
+                       if ( buttons == ( MK_LBUTTON | MK_CONTROL | MK_SHIFT ) ) {
+                               vec3_t dir;
+                               float f, r, u;
+                               int i;
+
+                               //
+                               // calc ray direction
+                               //
+                               u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
+                               r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
+                               f = 1;
+
+                               for ( i = 0 ; i < 3 ; i++ )
+                                       dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
+                               VectorNormalize( dir,dir );
+
+                               switch ( g_qeglobals.d_select_mode )
+                               {
+                               case sel_facets_on:
+                                       Select_Ray( m_Camera.origin, dir, ( SF_SINGLEFACE | SF_DRAG_ON | SF_CAMERA ) );
+                                       break;
+
+                               case sel_facets_off:
+                                       Select_Ray( m_Camera.origin, dir, ( SF_SINGLEFACE | SF_DRAG_OFF | SF_CAMERA ) );
+                                       break;
+
+                               default:
+                                       break;
+                               }
+                               return;
+                       }
+               }
+       }
+
+       m_ptButtonX = x;
+       m_ptButtonY = y;
+
+       if ( ( m_bFreeMove && ( buttons & MK_CONTROL ) && !( buttons & MK_SHIFT ) ) || ( !m_bFreeMove && ( buttons == ( MK_RBUTTON | MK_CONTROL ) ) ) ) {
+               Cam_PositionDrag();
+               Sys_UpdateWindows( W_XY | W_CAMERA | W_Z );
+               return;
+       }
+
+       Sys_GetCursorPos( &m_ptCursorX, &m_ptCursorY );
+
+       if ( buttons & ( MK_LBUTTON | MK_MBUTTON ) ) {
+               Drag_MouseMoved( x, y, buttons );
+               if ( g_qeglobals.d_select_mode != sel_area ) {
+                       Sys_UpdateWindows( W_XY | W_CAMERA | W_Z );
+               }
+       }
 }
 
-void CamWnd::InitCull()
-{
-  int i;
-
-  VectorSubtract (m_Camera.vpn, m_Camera.vright, m_vCull1);
-  VectorAdd (m_Camera.vpn, m_Camera.vright, m_vCull2);
-
-  for (i=0 ; i<3 ; i++)
-  {
-    if (m_vCull1[i] > 0)
-      m_nCullv1[i] = 3+i;
-    else
-      m_nCullv1[i] = i;
-    if (m_vCull2[i] > 0)
-      m_nCullv2[i] = 3+i;
-    else
-      m_nCullv2[i] = i;
-  }
+void CamWnd::InitCull(){
+       int i;
+
+       VectorSubtract( m_Camera.vpn, m_Camera.vright, m_vCull1 );
+       VectorAdd( m_Camera.vpn, m_Camera.vright, m_vCull2 );
+
+       for ( i = 0 ; i < 3 ; i++ )
+       {
+               if ( m_vCull1[i] > 0 ) {
+                       m_nCullv1[i] = 3 + i;
+               }
+               else{
+                       m_nCullv1[i] = i;
+               }
+               if ( m_vCull2[i] > 0 ) {
+                       m_nCullv2[i] = 3 + i;
+               }
+               else{
+                       m_nCullv2[i] = i;
+               }
+       }
 }
 
-qboolean CamWnd::CullBrush (brush_t *b)
-{
-  int   i;
-  vec3_t point;
-  float         d;
+qboolean CamWnd::CullBrush( brush_t *b ){
+       int i;
+       vec3_t point;
+       float d;
 
-  if (g_PrefsDlg.m_bCubicClipping)
-  {
-    float fLevel = g_PrefsDlg.m_nCubicScale * 64;
+       if ( g_PrefsDlg.m_bCubicClipping ) {
+               float fLevel = g_PrefsDlg.m_nCubicScale * 64;
 
-    point[0] = m_Camera.origin[0] - fLevel;
-    point[1] = m_Camera.origin[1] - fLevel;
-    point[2] = m_Camera.origin[2] - fLevel;
+               point[0] = m_Camera.origin[0] - fLevel;
+               point[1] = m_Camera.origin[1] - fLevel;
+               point[2] = m_Camera.origin[2] - fLevel;
 
-    for (i=0; i<3; i++)
-      if (b->mins[i] < point[i] && b->maxs[i] < point[i])
-       return true;
+               for ( i = 0; i < 3; i++ )
+                       if ( b->mins[i] < point[i] && b->maxs[i] < point[i] ) {
+                               return true;
+                       }
 
-    point[0] = m_Camera.origin[0] + fLevel;
-    point[1] = m_Camera.origin[1] + fLevel;
-    point[2] = m_Camera.origin[2] + fLevel;
+               point[0] = m_Camera.origin[0] + fLevel;
+               point[1] = m_Camera.origin[1] + fLevel;
+               point[2] = m_Camera.origin[2] + fLevel;
 
-    for (i=0; i<3; i++)
-      if (b->mins[i] > point[i] && b->maxs[i] > point[i])
-       return true;
-  }
+               for ( i = 0; i < 3; i++ )
+                       if ( b->mins[i] > point[i] && b->maxs[i] > point[i] ) {
+                               return true;
+                       }
+       }
 
-  for (i=0 ; i<3 ; i++)
-    point[i] = b->mins[m_nCullv1[i]] - m_Camera.origin[i];
+       for ( i = 0 ; i < 3 ; i++ )
+               point[i] = b->mins[m_nCullv1[i]] - m_Camera.origin[i];
 
-  d = DotProduct (point, m_vCull1);
-  if (d < -1)
-    return true;
+       d = DotProduct( point, m_vCull1 );
+       if ( d < -1 ) {
+               return true;
+       }
 
-  for (i=0 ; i<3 ; i++)
-    point[i] = b->mins[m_nCullv2[i]] - m_Camera.origin[i];
+       for ( i = 0 ; i < 3 ; i++ )
+               point[i] = b->mins[m_nCullv2[i]] - m_Camera.origin[i];
 
-  d = DotProduct (point, m_vCull2);
-  if (d < -1)
-    return true;
+       d = DotProduct( point, m_vCull2 );
+       if ( d < -1 ) {
+               return true;
+       }
 
-  return false;
+       return false;
 }
 
 // project a 3D point onto the camera space
 // we use the GL viewing matrixes
 // this is the implementation of a glu function (I realized that afterwards): gluProject
-void CamWnd::ProjectCamera(const vec3_t A, vec_t B[2])
-{
+void CamWnd::ProjectCamera( const vec3_t A, vec_t B[2] ){
 
-  vec_t P1[4],P2[4],P3[4];
-  VectorCopy(A,P1); P1[3] = 1;
+       vec_t P1[4],P2[4],P3[4];
+       VectorCopy( A,P1 ); P1[3] = 1;
 
-  GLMatMul(m_Camera.modelview , P1, P2);
-  GLMatMul(m_Camera.projection, P2, P3);
+       GLMatMul( m_Camera.modelview, P1, P2 );
+       GLMatMul( m_Camera.projection, P2, P3 );
 
-  // we ASSUME that the view port is 0 0 m_Camera.width m_Camera.height (you can check in Cam_Draw)
-  B[0] = (float)m_Camera.width  * ( P3[0] + 1.0 ) / 2.0;
-  B[1] = (float)m_Camera.height * ( P3[1] + 1.0 ) / 2.0;
+       // we ASSUME that the view port is 0 0 m_Camera.width m_Camera.height (you can check in Cam_Draw)
+       B[0] = (float)m_Camera.width  * ( P3[0] + 1.0 ) / 2.0;
+       B[1] = (float)m_Camera.height * ( P3[1] + 1.0 ) / 2.0;
 
 }
 
@@ -831,870 +822,856 @@ void CamWnd::ProjectCamera(const vec3_t A, vec_t B[2])
 //     depending on the situation, we might bump into precision issues with that
 //   2) possible to compute the projected direction independently?
 //     this solution would be better but right now I don't see how to do it..
-void CamWnd::MatchViewAxes(const vec3_t P, const vec3_t vec, int &axis, float &sgn)
-{
-
-  vec_t A[2],B[2],V[2];
-  ProjectCamera(P,A);
-  vec3_t Q;
-  VectorAdd(P,vec,Q);
-  ProjectCamera(Q,B);
-  // V is the vector projected in camera space
-  V[0] = B[0] - A[0];
-  V[1] = B[1] - A[1];
-  if (fabs(V[0])>fabs(V[1]))
-  {
-    // best match is against right
-    axis = 0;
-    if (V[0]>0)
-      sgn = +1;
-    else
-      sgn = -1;
-  }
-  else
-  {
-    // best match is against up
-    axis = 1;
-    if (V[1]>0)
-      sgn = +1;
-    else
-      sgn = -1;
-  }
+void CamWnd::MatchViewAxes( const vec3_t P, const vec3_t vec, int &axis, float &sgn ){
+
+       vec_t A[2],B[2],V[2];
+       ProjectCamera( P,A );
+       vec3_t Q;
+       VectorAdd( P,vec,Q );
+       ProjectCamera( Q,B );
+       // V is the vector projected in camera space
+       V[0] = B[0] - A[0];
+       V[1] = B[1] - A[1];
+       if ( fabs( V[0] ) > fabs( V[1] ) ) {
+               // best match is against right
+               axis = 0;
+               if ( V[0] > 0 ) {
+                       sgn = +1;
+               }
+               else{
+                       sgn = -1;
+               }
+       }
+       else
+       {
+               // best match is against up
+               axis = 1;
+               if ( V[1] > 0 ) {
+                       sgn = +1;
+               }
+               else{
+                       sgn = -1;
+               }
+       }
 }
 
 #if 0
-void CamWnd::DrawLightRadius(brush_t* pBrush)
-{
-  // if lighting
-  int nRadius = Brush_LightRadius(pBrush);
-  if (nRadius > 0)
-  {
-    Brush_SetLightColor(pBrush);
-         qglEnable (GL_BLEND);
-         qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
-         qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-         qglDisable (GL_TEXTURE_2D);
-
-    qglEnable(GL_TEXTURE_2D);
-    qglDisable(GL_BLEND);
-    qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
-  }
+void CamWnd::DrawLightRadius( brush_t* pBrush ){
+       // if lighting
+       int nRadius = Brush_LightRadius( pBrush );
+       if ( nRadius > 0 ) {
+               Brush_SetLightColor( pBrush );
+               qglEnable( GL_BLEND );
+               qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+               qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+               qglDisable( GL_TEXTURE_2D );
+
+               qglEnable( GL_TEXTURE_2D );
+               qglDisable( GL_BLEND );
+               qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+       }
 }
 #endif
 
-extern void DrawPatchMesh(patchMesh_t *pm);
-extern void DrawPatchControls(patchMesh_t *pm);
-extern void Brush_DrawFacingAngle (brush_t *b, entity_t *e);
-extern void Brush_DrawModel(brush_t *b, bool bTextured = false);
-extern void DrawModelOrigin(brush_t *b);
-extern void DrawModelBBox(brush_t *b);
+extern void DrawPatchMesh( patchMesh_t *pm );
+extern void DrawPatchControls( patchMesh_t *pm );
+extern void Brush_DrawFacingAngle( brush_t *b, entity_t *e );
+extern void Brush_DrawModel( brush_t *b, bool bTextured = false );
+extern void DrawModelOrigin( brush_t *b );
+extern void DrawModelBBox( brush_t *b );
 
-void CamWnd::Cam_DrawBrush(brush_t *b, int mode)
-{
-  int nGLState = m_Camera.draw_glstate;
-  int nModelMode = g_PrefsDlg.m_nEntityShowState;
+void CamWnd::Cam_DrawBrush( brush_t *b, int mode ){
+       int nGLState = m_Camera.draw_glstate;
+       int nModelMode = g_PrefsDlg.m_nEntityShowState;
 
        GLfloat material[4], identity[4];
-       VectorSet(identity, 0.8f, 0.8f, 0.8f);
+       VectorSet( identity, 0.8f, 0.8f, 0.8f );
        IShader *pShader;
 
-  // lights
-  if (b->owner->eclass->fixedsize && b->owner->eclass->nShowFlags & ECLASS_LIGHT && g_PrefsDlg.m_bNewLightDraw)
-  {
-               switch (mode)
+       // lights
+       if ( b->owner->eclass->fixedsize && b->owner->eclass->nShowFlags & ECLASS_LIGHT && g_PrefsDlg.m_bNewLightDraw ) {
+               switch ( mode )
                {
                case DRAW_SOLID:
-                 VectorCopy(b->owner->color, material);
-                       VectorScale(material, 0.8f, material);
-      material[3] = 1.0f;
+                       VectorCopy( b->owner->color, material );
+                       VectorScale( material, 0.8f, material );
+                       material[3] = 1.0f;
 
-      qglColor4fv(material);
+                       qglColor4fv( material );
 
-      if (g_PrefsDlg.m_bNewLightDraw)
-        DrawLight(b->owner, nGLState, (IsBrushSelected(b)) ? g_PrefsDlg.m_nLightRadiuses : 0, 0);
+                       if ( g_PrefsDlg.m_bNewLightDraw ) {
+                               DrawLight( b->owner, nGLState, ( IsBrushSelected( b ) ) ? g_PrefsDlg.m_nLightRadiuses : 0, 0 );
+                       }
 
                        break;
                }
-  }
+       }
 
-  // models
-  else if(b->owner->eclass->fixedsize && b->owner->model.pRender
-    && !(!IsBrushSelected(b) && (nModelMode & ENTITY_SELECTED_ONLY)))
-  {
-    switch (mode)
+       // models
+       else if ( b->owner->eclass->fixedsize && b->owner->model.pRender
+                         && !( !IsBrushSelected( b ) && ( nModelMode & ENTITY_SELECTED_ONLY ) ) ) {
+               switch ( mode )
                {
                case DRAW_TEXTURED:
-                       if (!(nModelMode & ENTITY_WIREFRAME) && nModelMode != ENTITY_BOX)
-                       {
-                               VectorCopy(b->owner->eclass->color, material);
+                       if ( !( nModelMode & ENTITY_WIREFRAME ) && nModelMode != ENTITY_BOX ) {
+                               VectorCopy( b->owner->eclass->color, material );
                                material[3] = identity[3] = 1.0f;
 
-                               qglEnable(GL_CULL_FACE);
+                               qglEnable( GL_CULL_FACE );
 
-                               if(!(nGLState & DRAW_GL_TEXTURE_2D)) qglColor4fv(material);
-        else qglColor4fv(identity);
-                               if(nGLState & DRAW_GL_LIGHTING) qglShadeModel(GL_SMOOTH);
+                               if ( !( nGLState & DRAW_GL_TEXTURE_2D ) ) {
+                                       qglColor4fv( material );
+                               }
+                               else{ qglColor4fv( identity ); }
+                               if ( nGLState & DRAW_GL_LIGHTING ) {
+                                       qglShadeModel( GL_SMOOTH );
+                               }
 
-                               b->owner->model.pRender->Draw(nGLState, DRAW_RF_CAM);
+                               b->owner->model.pRender->Draw( nGLState, DRAW_RF_CAM );
                        }
                        break;
                case DRAW_WIRE:
-      VectorCopy(b->owner->eclass->color, material);
-                 material[3] = 1.0f;
-                 qglColor4fv(material);
+                       VectorCopy( b->owner->eclass->color, material );
+                       material[3] = 1.0f;
+                       qglColor4fv( material );
 
                        // model view mode "wireframe" or "selected wire"
-                       if(nModelMode & ENTITY_WIREFRAME)
-                               b->owner->model.pRender->Draw(nGLState, DRAW_RF_CAM);
+                       if ( nModelMode & ENTITY_WIREFRAME ) {
+                               b->owner->model.pRender->Draw( nGLState, DRAW_RF_CAM );
+                       }
 
                        // model view mode "skinned and boxed"
-      if(!(b->owner->eclass->nShowFlags & ECLASS_MISCMODEL) )
-      {
-                   qglColor4fv(material);
-        aabb_draw(b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);
-      }
-      else if(nModelMode & ENTITY_BOXED)
-      {
-                               aabb_draw(b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);
-      }
+                       if ( !( b->owner->eclass->nShowFlags & ECLASS_MISCMODEL ) ) {
+                               qglColor4fv( material );
+                               aabb_draw( b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE );
+                       }
+                       else if ( nModelMode & ENTITY_BOXED ) {
+                               aabb_draw( b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE );
+                       }
 /*
       if(!(nModelMode & ENTITY_BOXED) && b->owner->eclass->nShowFlags & ECLASS_MISCMODEL)
-                         DrawModelOrigin(b);
-*/
+              DrawModelOrigin(b);
+ */
                }
-  }
+       }
 
-  // patches
-  else if (b->patchBrush)
-  {
-               bool bTrans = (b->pPatch->pShader->getTrans() < 1.0f);
-               switch(mode)
+       // patches
+       else if ( b->patchBrush ) {
+               bool bTrans = ( b->pPatch->pShader->getTrans() < 1.0f );
+               switch ( mode )
                {
                case DRAW_TEXTURED:
-                       if (!g_bPatchWireFrame && ((nGLState & DRAW_GL_BLEND && bTrans) || (!(nGLState & DRAW_GL_BLEND) && !bTrans)))
-                       {
-                               qglDisable(GL_CULL_FACE);
+                       if ( !g_bPatchWireFrame && ( ( nGLState & DRAW_GL_BLEND && bTrans ) || ( !( nGLState & DRAW_GL_BLEND ) && !bTrans ) ) ) {
+                               qglDisable( GL_CULL_FACE );
 
                                pShader = b->pPatch->pShader;
-        VectorCopy(pShader->getTexture()->color, material);
+                               VectorCopy( pShader->getTexture()->color, material );
                                material[3] = identity[3] = pShader->getTrans();
 
-        if(nGLState & DRAW_GL_TEXTURE_2D) {
-          qglColor4fv(identity);
-                                       qglBindTexture(GL_TEXTURE_2D, pShader->getTexture()->texture_number);
-        }
-                               else
-                                       qglColor4fv(material);
-                               if(nGLState & DRAW_GL_LIGHTING) qglShadeModel(GL_SMOOTH);
-
-                               DrawPatchMesh(b->pPatch);
+                               if ( nGLState & DRAW_GL_TEXTURE_2D ) {
+                                       qglColor4fv( identity );
+                                       qglBindTexture( GL_TEXTURE_2D, pShader->getTexture()->texture_number );
+                               }
+                               else{
+                                       qglColor4fv( material );
+                               }
+                               if ( nGLState & DRAW_GL_LIGHTING ) {
+                                       qglShadeModel( GL_SMOOTH );
+                               }
+
+                               DrawPatchMesh( b->pPatch );
                        }
                        break;
                case DRAW_WIRE:
-      if (g_bPatchWireFrame)
-      {
-        VectorCopy(b->pPatch->pShader->getTexture()->color, material);
+                       if ( g_bPatchWireFrame ) {
+                               VectorCopy( b->pPatch->pShader->getTexture()->color, material );
                                material[3] = 1.0;
-        qglColor4fv(material);
-        DrawPatchMesh(b->pPatch);
-      }
-      if ( b->pPatch->bSelected && (g_qeglobals.d_select_mode == sel_curvepoint
-        || g_qeglobals.d_select_mode == sel_area
-        || g_bPatchBendMode))
-        DrawPatchControls(b->pPatch);
-    }
-  }
-
-  // brushes
-  else if(b->owner->eclass->fixedsize)
-  {
-               switch(mode)
+                               qglColor4fv( material );
+                               DrawPatchMesh( b->pPatch );
+                       }
+                       if ( b->pPatch->bSelected && ( g_qeglobals.d_select_mode == sel_curvepoint
+                                                                                  || g_qeglobals.d_select_mode == sel_area
+                                                                                  || g_bPatchBendMode ) ) {
+                               DrawPatchControls( b->pPatch );
+                       }
+               }
+       }
+
+       // brushes
+       else if ( b->owner->eclass->fixedsize ) {
+               switch ( mode )
                {
-    case DRAW_SOLID:
-                       VectorCopy(b->owner->eclass->color, material);
-                       VectorScale(material, 0.8f, material);
-      material[3] = 1.0f;
-      qglColor4fv(material);
-
-                       qglEnable(GL_CULL_FACE);
-                       qglShadeModel(GL_FLAT);
-      Brush_Draw(b);
-      break;
-    case DRAW_WIRE:
-                       if((g_qeglobals.d_savedinfo.include & INCLUDE_ANGLES)
-      && (b->owner->eclass->nShowFlags & ECLASS_ANGLE))
-                               Brush_DrawFacingAngle(b, b->owner);
-    }
-  }
-
-  // brushes
-  else
-  {
-               switch(mode)
+               case DRAW_SOLID:
+                       VectorCopy( b->owner->eclass->color, material );
+                       VectorScale( material, 0.8f, material );
+                       material[3] = 1.0f;
+                       qglColor4fv( material );
+
+                       qglEnable( GL_CULL_FACE );
+                       qglShadeModel( GL_FLAT );
+                       Brush_Draw( b );
+                       break;
+               case DRAW_WIRE:
+                       if ( ( g_qeglobals.d_savedinfo.include & INCLUDE_ANGLES )
+                                && ( b->owner->eclass->nShowFlags & ECLASS_ANGLE ) ) {
+                               Brush_DrawFacingAngle( b, b->owner );
+                       }
+               }
+       }
+
+       // brushes
+       else
+       {
+               switch ( mode )
                {
                case DRAW_TEXTURED:
-                       qglEnable(GL_CULL_FACE);
-                       qglShadeModel(GL_FLAT);
-      Brush_Draw(b);
-    }
-  }
+                       qglEnable( GL_CULL_FACE );
+                       qglShadeModel( GL_FLAT );
+                       Brush_Draw( b );
+               }
+       }
 }
 
-void CamWnd::Cam_DrawBrushes(int mode)
-{
-  brush_t *b;
-  brush_t *pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
+void CamWnd::Cam_DrawBrushes( int mode ){
+       brush_t *b;
+       brush_t *pList = ( g_bClipMode && g_pSplitList ) ? g_pSplitList : &selected_brushes;
 
-  for(b = active_brushes.next; b != &active_brushes; b=b->next)
-    if (!b->bFiltered && !b->bCamCulled) Cam_DrawBrush(b, mode);
-  for(b = pList->next; b != pList; b=b->next)
-    if (!b->bFiltered && !b->bCamCulled) Cam_DrawBrush(b, mode);
+       for ( b = active_brushes.next; b != &active_brushes; b = b->next )
+               if ( !b->bFiltered && !b->bCamCulled ) {
+                       Cam_DrawBrush( b, mode );
+               }
+       for ( b = pList->next; b != pList; b = b->next )
+               if ( !b->bFiltered && !b->bCamCulled ) {
+                       Cam_DrawBrush( b, mode );
+               }
 }
 
-void CamWnd::Cam_DrawStuff()
-{
+void CamWnd::Cam_DrawStuff(){
        GLfloat identity[4];
-       VectorSet(identity, 0.8f, 0.8f, 0.8f);
+       VectorSet( identity, 0.8f, 0.8f, 0.8f );
        brush_t *b;
 
-  for(b = active_brushes.next; b != &active_brushes; b=b->next)
-    b->bCamCulled = CullBrush(b);
-
-       for(b = selected_brushes.next; b != &selected_brushes; b=b->next)
-    b->bCamCulled = CullBrush(b);
-
-       switch (m_Camera.draw_mode)
-  {
-  case cd_wire:
-    qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
-    qglDisable(GL_TEXTURE_2D);
-    qglDisable(GL_TEXTURE_1D);
-    qglDisable(GL_BLEND);
-    qglEnable(GL_DEPTH_TEST);
-               qglEnableClientState(GL_VERTEX_ARRAY);
-               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
-               qglShadeModel(GL_FLAT);
-               if(g_PrefsDlg.m_bGLLighting) {
-      qglDisable(GL_LIGHTING);
-                 qglDisable(GL_COLOR_MATERIAL);
-               qglDisableClientState(GL_NORMAL_ARRAY);
-    }
+       for ( b = active_brushes.next; b != &active_brushes; b = b->next )
+               b->bCamCulled = CullBrush( b );
+
+       for ( b = selected_brushes.next; b != &selected_brushes; b = b->next )
+               b->bCamCulled = CullBrush( b );
+
+       switch ( m_Camera.draw_mode )
+       {
+       case cd_wire:
+               qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+               qglDisable( GL_TEXTURE_2D );
+               qglDisable( GL_TEXTURE_1D );
+               qglDisable( GL_BLEND );
+               qglEnable( GL_DEPTH_TEST );
+               qglEnableClientState( GL_VERTEX_ARRAY );
+               qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
+               qglShadeModel( GL_FLAT );
+               if ( g_PrefsDlg.m_bGLLighting ) {
+                       qglDisable( GL_LIGHTING );
+                       qglDisable( GL_COLOR_MATERIAL );
+                       qglDisableClientState( GL_NORMAL_ARRAY );
+               }
                m_Camera.draw_glstate = DRAW_GL_WIRE;
-    break;
-
-  case cd_solid:
-    qglCullFace(GL_FRONT);
-    qglEnable(GL_CULL_FACE);
-    qglShadeModel (GL_FLAT);
-    qglPolygonMode (GL_FRONT, GL_LINE);
-    qglPolygonMode (GL_BACK, GL_FILL);
-    qglDisable(GL_TEXTURE_2D);
-    qglDisable(GL_BLEND);
-    qglEnable(GL_DEPTH_TEST);
-               qglEnableClientState(GL_VERTEX_ARRAY);
-               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
-               qglPolygonOffset(-1.0, 2);
-               if(g_PrefsDlg.m_bGLLighting) {
-      qglEnable(GL_LIGHTING);
-                 qglEnable(GL_COLOR_MATERIAL);
+               break;
+
+       case cd_solid:
+               qglCullFace( GL_FRONT );
+               qglEnable( GL_CULL_FACE );
+               qglShadeModel( GL_FLAT );
+               qglPolygonMode( GL_FRONT, GL_LINE );
+               qglPolygonMode( GL_BACK, GL_FILL );
+               qglDisable( GL_TEXTURE_2D );
+               qglDisable( GL_BLEND );
+               qglEnable( GL_DEPTH_TEST );
+               qglEnableClientState( GL_VERTEX_ARRAY );
+               qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
+               qglPolygonOffset( -1.0, 2 );
+               if ( g_PrefsDlg.m_bGLLighting ) {
+                       qglEnable( GL_LIGHTING );
+                       qglEnable( GL_COLOR_MATERIAL );
 //    qglEnable(GL_RESCALE_NORMAL);
-                 qglEnableClientState(GL_NORMAL_ARRAY);
-    }
+                       qglEnableClientState( GL_NORMAL_ARRAY );
+               }
                m_Camera.draw_glstate = DRAW_GL_SOLID;
-    break;
-
-  case cd_texture:
-    qglCullFace(GL_FRONT);
-    qglEnable(GL_CULL_FACE);
-    qglShadeModel (GL_FLAT);
-    qglPolygonMode (GL_FRONT, GL_LINE);
-    qglPolygonMode (GL_BACK, GL_FILL);
-    qglEnable(GL_TEXTURE_2D);
-    qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-    qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-    qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-    qglDisable(GL_BLEND);
-    qglEnable(GL_DEPTH_TEST);
-               qglEnableClientState(GL_VERTEX_ARRAY);
-               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
-               if(g_PrefsDlg.m_bGLLighting) {
-      qglEnable(GL_LIGHTING);
-                 qglDisable(GL_COLOR_MATERIAL);
-                 qglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity);
-                 qglEnableClientState(GL_NORMAL_ARRAY);
+               break;
+
+       case cd_texture:
+               qglCullFace( GL_FRONT );
+               qglEnable( GL_CULL_FACE );
+               qglShadeModel( GL_FLAT );
+               qglPolygonMode( GL_FRONT, GL_LINE );
+               qglPolygonMode( GL_BACK, GL_FILL );
+               qglEnable( GL_TEXTURE_2D );
+               qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+               qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+               qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+               qglDisable( GL_BLEND );
+               qglEnable( GL_DEPTH_TEST );
+               qglEnableClientState( GL_VERTEX_ARRAY );
+               qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
+               if ( g_PrefsDlg.m_bGLLighting ) {
+                       qglEnable( GL_LIGHTING );
+                       qglDisable( GL_COLOR_MATERIAL );
+                       qglMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity );
+                       qglEnableClientState( GL_NORMAL_ARRAY );
 //    qglEnable(GL_RESCALE_NORMAL);
-    }
-               qglPolygonOffset(-1.0, 2);
+               }
+               qglPolygonOffset( -1.0, 2 );
                m_Camera.draw_glstate = DRAW_GL_TEXTURED;
-    break;
+               break;
 
-       default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
-  }
+       default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
+       }
 
-  Cam_DrawBrushes(DRAW_TEXTURED);
+       Cam_DrawBrushes( DRAW_TEXTURED );
 
        // setup for solid stuff
-       switch(m_Camera.draw_mode)
+       switch ( m_Camera.draw_mode )
        {
-               case cd_texture:
-                       qglDisable(GL_TEXTURE_2D);
-                       m_Camera.draw_glstate &= ~DRAW_GL_TEXTURE_2D;
-                 if(g_PrefsDlg.m_bGLLighting)
-                         qglEnable(GL_COLOR_MATERIAL);
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
-                       break;
-               case cd_solid:
-                       break;
-               case cd_wire:
-                       break;
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
+       case cd_texture:
+               qglDisable( GL_TEXTURE_2D );
+               m_Camera.draw_glstate &= ~DRAW_GL_TEXTURE_2D;
+               if ( g_PrefsDlg.m_bGLLighting ) {
+                       qglEnable( GL_COLOR_MATERIAL );
+               }
+               qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
+               break;
+       case cd_solid:
+               break;
+       case cd_wire:
+               break;
+       default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
        }
 
-       qglEnable(GL_CULL_FACE);
-       qglShadeModel(GL_FLAT);
-       Cam_DrawBrushes(DRAW_SOLID);
+       qglEnable( GL_CULL_FACE );
+       qglShadeModel( GL_FLAT );
+       Cam_DrawBrushes( DRAW_SOLID );
 
        // setup for wireframe stuff
-       switch(m_Camera.draw_mode)
+       switch ( m_Camera.draw_mode )
        {
-               case cd_texture:
-      if(g_PrefsDlg.m_bGLLighting) {
-                         qglDisable(GL_LIGHTING);
-        qglDisable(GL_COLOR_MATERIAL);
-                         qglDisableClientState(GL_NORMAL_ARRAY);
+       case cd_texture:
+               if ( g_PrefsDlg.m_bGLLighting ) {
+                       qglDisable( GL_LIGHTING );
+                       qglDisable( GL_COLOR_MATERIAL );
+                       qglDisableClientState( GL_NORMAL_ARRAY );
 //      qglDisable(GL_RESCALE_NORMAL);
-      }
-                       qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-                       break;
-               case cd_solid:
-      if(g_PrefsDlg.m_bGLLighting) {
-        qglDisable(GL_LIGHTING);
-                         qglDisable(GL_COLOR_MATERIAL);
-                         qglDisableClientState(GL_NORMAL_ARRAY);
+               }
+               qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+               break;
+       case cd_solid:
+               if ( g_PrefsDlg.m_bGLLighting ) {
+                       qglDisable( GL_LIGHTING );
+                       qglDisable( GL_COLOR_MATERIAL );
+                       qglDisableClientState( GL_NORMAL_ARRAY );
 //      qglDisable(GL_RESCALE_NORMAL);
-      }
-                       qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-                       break;
-               case cd_wire:
-                       break;
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
+               }
+               qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+               break;
+       case cd_wire:
+               break;
+       default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
        }
 
-  qglDisable(GL_CULL_FACE);
-  Cam_DrawBrushes(DRAW_WIRE);
+       qglDisable( GL_CULL_FACE );
+       Cam_DrawBrushes( DRAW_WIRE );
 
        // setup for transparent texture stuff
-       switch(m_Camera.draw_mode)
+       switch ( m_Camera.draw_mode )
        {
-               case cd_texture:
-                       qglPolygonMode (GL_FRONT, GL_LINE);
-                       qglPolygonMode (GL_BACK, GL_FILL);
-      if(g_PrefsDlg.m_bGLLighting) {
-                         qglEnable(GL_COLOR_MATERIAL);
-                         qglEnableClientState(GL_NORMAL_ARRAY);
-                         qglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity);
-      }
-                       qglEnable(GL_TEXTURE_2D);
-                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
-                       m_Camera.draw_glstate = DRAW_GL_TEXTURED;
-                       break;
-               case cd_solid:
-                       qglPolygonMode (GL_FRONT, GL_LINE);
-                       qglPolygonMode (GL_BACK, GL_FILL);
-      if(g_PrefsDlg.m_bGLLighting) {
-                         qglEnable(GL_LIGHTING);
-                         qglEnable(GL_COLOR_MATERIAL);
-                         qglEnableClientState(GL_NORMAL_ARRAY);
+       case cd_texture:
+               qglPolygonMode( GL_FRONT, GL_LINE );
+               qglPolygonMode( GL_BACK, GL_FILL );
+               if ( g_PrefsDlg.m_bGLLighting ) {
+                       qglEnable( GL_COLOR_MATERIAL );
+                       qglEnableClientState( GL_NORMAL_ARRAY );
+                       qglMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity );
+               }
+               qglEnable( GL_TEXTURE_2D );
+               qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
+               m_Camera.draw_glstate = DRAW_GL_TEXTURED;
+               break;
+       case cd_solid:
+               qglPolygonMode( GL_FRONT, GL_LINE );
+               qglPolygonMode( GL_BACK, GL_FILL );
+               if ( g_PrefsDlg.m_bGLLighting ) {
+                       qglEnable( GL_LIGHTING );
+                       qglEnable( GL_COLOR_MATERIAL );
+                       qglEnableClientState( GL_NORMAL_ARRAY );
 //      qglEnable(GL_RESCALE_NORMAL);
-      }
-                       m_Camera.draw_glstate = DRAW_GL_SOLID;
-                       break;
-               case cd_wire:
-                       m_Camera.draw_glstate = DRAW_GL_WIRE;
-                       break;
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
+               }
+               m_Camera.draw_glstate = DRAW_GL_SOLID;
+               break;
+       case cd_wire:
+               m_Camera.draw_glstate = DRAW_GL_WIRE;
+               break;
+       default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
        }
 
 
-       qglEnable(GL_BLEND);
+       qglEnable( GL_BLEND );
        m_Camera.draw_glstate |= DRAW_GL_BLEND;
-  qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-  // FIXME: some .TGA are buggy, have a completely empty alpha channel
-  // if such brushes are rendered in this loop they would be totally transparent with GL_MODULATE
-  // so I decided using GL_DECAL instead
-  // if an empty-alpha-channel or nearly-empty texture is used. It will be blank-transparent.
-  // this could get better if you can get qglTexEnviv (GL_TEXTURE_ENV, to work .. patches are welcome
-  // Arnout: empty alpha channels are now always filled with data. Don't set this anymore (would cause problems with qer_alphafunc too)
+       qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+       // FIXME: some .TGA are buggy, have a completely empty alpha channel
+       // if such brushes are rendered in this loop they would be totally transparent with GL_MODULATE
+       // so I decided using GL_DECAL instead
+       // if an empty-alpha-channel or nearly-empty texture is used. It will be blank-transparent.
+       // this could get better if you can get qglTexEnviv (GL_TEXTURE_ENV, to work .. patches are welcome
+       // Arnout: empty alpha channels are now always filled with data. Don't set this anymore (would cause problems with qer_alphafunc too)
 //  qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
 
-       Cam_DrawBrushes(DRAW_TEXTURED);
+       Cam_DrawBrushes( DRAW_TEXTURED );
 
 //  qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-  qglDisable(GL_BLEND);
+       qglDisable( GL_BLEND );
 
        // setup for wireframe stuff
-       switch(m_Camera.draw_mode)
+       switch ( m_Camera.draw_mode )
        {
-               case cd_texture:
-      if(g_PrefsDlg.m_bGLLighting) {
-                         qglDisable(GL_COLOR_MATERIAL);
-        qglDisable(GL_LIGHTING);
+       case cd_texture:
+               if ( g_PrefsDlg.m_bGLLighting ) {
+                       qglDisable( GL_COLOR_MATERIAL );
+                       qglDisable( GL_LIGHTING );
 //      qglDisable(GL_RESCALE_NORMAL);
-      }
-                       break;
-               case cd_solid:
-      if(g_PrefsDlg.m_bGLLighting) {
-                         qglDisable(GL_COLOR_MATERIAL);
-        qglDisable(GL_LIGHTING);
+               }
+               break;
+       case cd_solid:
+               if ( g_PrefsDlg.m_bGLLighting ) {
+                       qglDisable( GL_COLOR_MATERIAL );
+                       qglDisable( GL_LIGHTING );
 //      qglDisable(GL_RESCALE_NORMAL);
-      }
-                       break;
-               case cd_wire:
-                       break;
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
+               }
+               break;
+       case cd_wire:
+               break;
+       default: Sys_Printf( "CamWnd::Cam_DrawStuff:invalid render mode\n" );
        }
 
 }
 
 /*
-==============
-Cam_Draw
-==============
-*/
+   ==============
+   Cam_Draw
+   ==============
+ */
 
-void QueueClear ();
-void QueueDraw ();
+void QueueClear();
+void QueueDraw();
 
-void CamWnd::Cam_Draw()
-{
-  brush_t      *brush;
-  face_t       *face;
-  float        screenaspect;
-  float        yfov;
-  double       start = 0.0, end;
-  int          i;
+void CamWnd::Cam_Draw(){
+       brush_t   *brush;
+       face_t    *face;
+       float screenaspect;
+       float yfov;
+       double start = 0.0, end;
+       int i;
 
-  if (!active_brushes.next)
-    return;    // not valid yet
+       if ( !active_brushes.next ) {
+               return; // not valid yet
 
-  if (m_Camera.timing)
-    start = Sys_DoubleTime ();
+       }
+       if ( m_Camera.timing ) {
+               start = Sys_DoubleTime();
+       }
 
-  //
-  // clear
-  //
-  QE_CheckOpenGLForErrors();
+       //
+       // clear
+       //
+       QE_CheckOpenGLForErrors();
 
-  qglViewport(0, 0, m_Camera.width, m_Camera.height);
-  qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0],
-                g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1],
-                g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2], 0);
-  qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+       qglViewport( 0, 0, m_Camera.width, m_Camera.height );
+       qglClearColor( g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0],
+                                  g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1],
+                                  g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2], 0 );
+       qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 
-  //
-  // set up viewpoint
-  //
+       //
+       // set up viewpoint
+       //
 
 
-  qglMatrixMode(GL_PROJECTION);
-  qglLoadIdentity ();
+       qglMatrixMode( GL_PROJECTION );
+       qglLoadIdentity();
 
-  screenaspect = (float)m_Camera.width / m_Camera.height;
-  yfov = 2*atan((float)m_Camera.height / m_Camera.width)*180/Q_PI;
-  qgluPerspective (yfov,  screenaspect,  8,  32768);
+       screenaspect = (float)m_Camera.width / m_Camera.height;
+       yfov = 2 * atan( (float)m_Camera.height / m_Camera.width ) * 180 / Q_PI;
+       qgluPerspective( yfov,  screenaspect,  8,  32768 );
 
-  // we're too lazy to calc projection matrix ourselves!!!
-  qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);
+       // we're too lazy to calc projection matrix ourselves!!!
+       qglGetFloatv( GL_PROJECTION_MATRIX, &m_Camera.projection[0][0] );
 
-  vec3_t vec;
+       vec3_t vec;
 
-  m4x4_identity(&m_Camera.modelview[0][0]);
-  VectorSet(vec, -90, 0, 0);
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
-  VectorSet(vec, 0, 0, 90);
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
-  VectorSet(vec, 0, m_Camera.angles[0], 0);
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
-  VectorSet(vec, 0, 0, -m_Camera.angles[1]);
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
-  VectorSet(vec, -m_Camera.origin[0],  -m_Camera.origin[1],  -m_Camera.origin[2]);
-  m4x4_translate_by_vec3(&m_Camera.modelview[0][0], vec);
+       m4x4_identity( &m_Camera.modelview[0][0] );
+       VectorSet( vec, -90, 0, 0 );
+       m4x4_rotate_by_vec3( &m_Camera.modelview[0][0], vec, eXYZ );
+       VectorSet( vec, 0, 0, 90 );
+       m4x4_rotate_by_vec3( &m_Camera.modelview[0][0], vec, eXYZ );
+       VectorSet( vec, 0, m_Camera.angles[0], 0 );
+       m4x4_rotate_by_vec3( &m_Camera.modelview[0][0], vec, eXYZ );
+       VectorSet( vec, 0, 0, -m_Camera.angles[1] );
+       m4x4_rotate_by_vec3( &m_Camera.modelview[0][0], vec, eXYZ );
+       VectorSet( vec, -m_Camera.origin[0],  -m_Camera.origin[1],  -m_Camera.origin[2] );
+       m4x4_translate_by_vec3( &m_Camera.modelview[0][0], vec );
 
-  Cam_BuildMatrix ();
+       Cam_BuildMatrix();
 
-  qglMatrixMode(GL_MODELVIEW);
-  qglLoadIdentity();
+       qglMatrixMode( GL_MODELVIEW );
+       qglLoadIdentity();
 
-  qglMultMatrixf(&m_Camera.modelview[0][0]);
+       qglMultMatrixf( &m_Camera.modelview[0][0] );
 
-  // grab the GL_PROJECTION and GL_MODELVIEW matrixes
-  //   used in GetRelativeAxes
-  //qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);
-  //qglGetFloatv (GL_MODELVIEW_MATRIX, &m_Camera.modelview[0][0]);
+       // grab the GL_PROJECTION and GL_MODELVIEW matrixes
+       //   used in GetRelativeAxes
+       //qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);
+       //qglGetFloatv (GL_MODELVIEW_MATRIX, &m_Camera.modelview[0][0]);
 
 #if 0
-  // TTimo: this is not used, just for verification (0, 0, m_Camera.width, m_Camera.height)
-  GLint viewprt[4];
-  qglGetIntegerv (GL_VIEWPORT, viewprt);
+       // TTimo: this is not used, just for verification (0, 0, m_Camera.width, m_Camera.height)
+       GLint viewprt[4];
+       qglGetIntegerv( GL_VIEWPORT, viewprt );
 #endif
 
-  if (g_PrefsDlg.m_bGLLighting)
-  {
-    GLfloat inverse_cam_dir[4], ambient[4], diffuse[4];//, material[4];
+       if ( g_PrefsDlg.m_bGLLighting ) {
+               GLfloat inverse_cam_dir[4], ambient[4], diffuse[4]; //, material[4];
 
-    ambient[0] = ambient[1] = ambient[2] = 0.6f;
-    ambient[3] = 1.0f;
-    diffuse[0] = diffuse[1] = diffuse[2] = 0.4f;
-    diffuse[3] = 1.0f;
-    //material[0] = material[1] = material[2] = 0.8f;
-    //material[3] = 1.0f;
+               ambient[0] = ambient[1] = ambient[2] = 0.6f;
+               ambient[3] = 1.0f;
+               diffuse[0] = diffuse[1] = diffuse[2] = 0.4f;
+               diffuse[3] = 1.0f;
+               //material[0] = material[1] = material[2] = 0.8f;
+               //material[3] = 1.0f;
 
-    vec3_t vCam, vRotate;
-    VectorSet(vCam, -1, 0, 0); //default cam pos
-    VectorSet(vRotate, 0, -m_Camera.angles[0], 0);
-    VectorRotate(vCam, vRotate, vCam);
-    VectorSet(vRotate, 0, 0, m_Camera.angles[1]);
-    VectorRotate(vCam, vRotate, vCam);
+               vec3_t vCam, vRotate;
+               VectorSet( vCam, -1, 0, 0 ); //default cam pos
+               VectorSet( vRotate, 0, -m_Camera.angles[0], 0 );
+               VectorRotate( vCam, vRotate, vCam );
+               VectorSet( vRotate, 0, 0, m_Camera.angles[1] );
+               VectorRotate( vCam, vRotate, vCam );
 
-    inverse_cam_dir[0] = vCam[0];
-    inverse_cam_dir[1] = vCam[1];
-    inverse_cam_dir[2] = vCam[2];
-    inverse_cam_dir[3] = 0;
+               inverse_cam_dir[0] = vCam[0];
+               inverse_cam_dir[1] = vCam[1];
+               inverse_cam_dir[2] = vCam[2];
+               inverse_cam_dir[3] = 0;
 
-    qglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+               qglColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
 
-    qglLightfv(GL_LIGHT0, GL_POSITION, inverse_cam_dir);
+               qglLightfv( GL_LIGHT0, GL_POSITION, inverse_cam_dir );
 
-    qglLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
-    qglLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+               qglLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
+               qglLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
 
-    qglEnable(GL_LIGHT0);
-  }
+               qglEnable( GL_LIGHT0 );
+       }
 
-  InitCull ();
+       InitCull();
 
-  //
-  // draw stuff
-  //
+       //
+       // draw stuff
+       //
 
        Cam_DrawStuff();
 
-       qglEnableClientState(GL_VERTEX_ARRAY);
-       qglDisableClientState(GL_NORMAL_ARRAY);
-       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
-       qglDisable (GL_TEXTURE_2D);
-       qglDisable (GL_LIGHTING);
-       qglDisable (GL_COLOR_MATERIAL);
-
-  qglEnable (GL_CULL_FACE);
-
-  brush_t* pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
-
-  if (g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_BSEL)
-  {
-    qglColor4f(g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][0], g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][1], g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][2], 0.3f);
-    qglEnable (GL_BLEND);
-    qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-    qglDepthFunc (GL_LEQUAL);
-    for (brush = pList->next ; brush != pList ; brush=brush->next)
-    {
-      if (brush->bCamCulled) // draw selected faces of filtered brushes to remind that there is a selection
-        continue;
-
-      if (brush->patchBrush && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area))
-        continue;
-
-      if (!g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush)
-      {
-        DrawPatchMesh(brush->pPatch);
-      }
-      else if(brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX)
-      {
-        brush->owner->model.pRender->Draw(DRAW_GL_FLAT, (DRAW_RF_SEL_OUTLINE|DRAW_RF_CAM));
-      }
-      else
-      {
-        for (face=brush->brush_faces ; face ; face=face->next)
-          Brush_FaceDraw(face, DRAW_GL_FLAT);
-      }
-    }
-
-
-    int nCount = g_ptrSelectedFaces.GetSize();
-    if (nCount > 0)
-    {
-      for (int i = 0; i < nCount; i++)
-      {
-        face_t *selFace = reinterpret_cast<face_t*>(g_ptrSelectedFaces.GetAt(i));
-        Brush_FaceDraw(selFace, DRAW_GL_FLAT);
-      }
-    }
-
-    qglDisableClientState(GL_NORMAL_ARRAY);
-         qglDepthFunc (GL_LESS);
-  }
-
-  if (g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_ZBUF)
-  {
-    // non-zbuffered outline
-    qglDisable (GL_BLEND);
-    qglDisable (GL_DEPTH_TEST);
-    qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
-    qglColor3f (1, 1, 1);
-    for (brush = pList->next ; brush != pList ; brush=brush->next)
-    {
-      if ((brush->patchBrush && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area)))
-        continue;
-
-      if (!g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush)
-      {
-        DrawPatchMesh(brush->pPatch);
-      }
-      else if(brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX)
-      {
-        brush->owner->model.pRender->Draw(DRAW_GL_WIRE, (DRAW_RF_SEL_FILL|DRAW_RF_CAM));
-
-        // Hydra : always draw bbox outline!
-        aabb_draw(brush->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);
-      }
-      else
-      {
-        for (face=brush->brush_faces ; face ; face=face->next)
-          Brush_FaceDraw(face, DRAW_GL_WIRE);
-      }
-    }
-  }
-
-  // edge / vertex flags
-  if (g_qeglobals.d_select_mode == sel_vertex)
-  {
-    // GL_POINTS on Kyro Workaround
-    if(!g_PrefsDlg.m_bGlPtWorkaround)
-    {
-      // brush verts
-      qglPointSize (4);
-               qglColor3f (0,1,0);
-      qglBegin (GL_POINTS);
-        for (i=0 ; i<g_qeglobals.d_numpoints ; i++)
-          qglVertex3fv (g_qeglobals.d_points[i]);
-      qglEnd ();
-
-      if(g_qeglobals.d_num_move_points)
-      {
-        // selected brush verts
-        qglPointSize (5);
-        qglColor3f (0,0,1);
-        qglBegin (GL_POINTS);
-          for(i = 0; i < g_qeglobals.d_num_move_points; i++)
-            qglVertex3fv (g_qeglobals.d_move_points[i]);
-        qglEnd();
-      }
-
-      qglPointSize (1);
-    }
-    else
-    {
-      // brush verts
-      qglColor3f (0,1,0);
-      qglLineWidth(2.0);
-      qglBegin (GL_LINES);
-        for (i=0; i < g_qeglobals.d_numpoints; i++)
-          DrawAlternatePoint(g_qeglobals.d_points[i], 1.5);
-      qglEnd();
-
-      if(g_qeglobals.d_num_move_points)
-      {
-        // selected brush verts
-        qglColor3f (0,0,1);
-        qglLineWidth (3.0);
-        qglBegin (GL_LINES);
-          for(i = 0; i < g_qeglobals.d_num_move_points; i++)
-            qglVertex3fv (g_qeglobals.d_move_points[i]);
-        qglEnd();
-      }
-      qglLineWidth(1.0);
-    }
-  }
-  else if (g_qeglobals.d_select_mode == sel_edge)
-  {
-    float      *v1, *v2;
-    // GL_POINTS on Kyro Workaround
-    if(!g_PrefsDlg.m_bGlPtWorkaround)
-    {
-      qglPointSize (4);
-      qglColor3f (0,0,1);
-      qglBegin (GL_POINTS);
-      for (i=0 ; i<g_qeglobals.d_numedges ; i++)
-      {
-        v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
-        v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
-        qglVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5);
-      }
-      qglEnd ();
-      qglPointSize (1);
-    }
-    else {
-      qglColor3f (0,0,1);
-      qglLineWidth(2.0);
-      qglBegin (GL_LINES);
-      for (i=0; i < g_qeglobals.d_numedges; i++)
-      {
-        v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
-        v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
-        vec3_t v3;
-        v3[0] = (v1[0]+v2[0])*0.5;
-        v3[1] = (v1[1]+v2[1])*0.5;
-        v3[2] = (v1[2]+v2[2])*0.5;
-        DrawAlternatePoint(v3, 1.5);
-      }
-      qglEnd();
-      qglLineWidth(1.0);
-    }
-  }
-
-  //
-  // draw pointfile
-  //
-  qglEnable(GL_DEPTH_TEST);
-  DrawPathLines();
-
-  if (g_qeglobals.d_pointfile_display_list)
-  {
-    Pointfile_Draw();
-  }
-
-  // call the drawing routine of plugin entities
-  //++timo FIXME: we might need to hook in other places as well for transparency etc.
-  //++timo FIXME: also needs a way to get some parameters about the view
-  //++timo FIXME: maybe provide some culling API on Radiant side?
-  Draw3DPluginEntities();
-
-  // draw the crosshair
-  if (m_bFreeMove)
-  {
-    // setup orthographic projection mode
-    qglMatrixMode(GL_PROJECTION);
-    //qglPushMatrix();
-    qglLoadIdentity();
-    qglDisable(GL_DEPTH_TEST);
-    qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);
-    qglScalef(1, -1, 1);
-         qglTranslatef(0, -(float)m_Camera.height, 0);
-         qglMatrixMode(GL_MODELVIEW);
-
-    // draw crosshair
-    //qglPushMatrix();
-         qglLoadIdentity();
-    qglColor3f( 1.f, 1.f, 1.f );
-    qglBegin( GL_LINES );
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 6 );
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 2 );
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 6 );
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 2 );
-    qglVertex2f( (float)m_Camera.width / 2.f + 6, (float)m_Camera.height / 2.f );
-    qglVertex2f( (float)m_Camera.width / 2.f + 2, (float)m_Camera.height / 2.f );
-    qglVertex2f( (float)m_Camera.width / 2.f - 6, (float)m_Camera.height / 2.f );
-    qglVertex2f( (float)m_Camera.width / 2.f - 2, (float)m_Camera.height / 2.f );
-    qglEnd();
-    //qglPopMatrix();
-
-    // reset perspective projection
-         //qglMatrixMode(GL_PROJECTION);
-         //qglPopMatrix();
-         //qglMatrixMode(GL_MODELVIEW);
-  }
+       qglEnableClientState( GL_VERTEX_ARRAY );
+       qglDisableClientState( GL_NORMAL_ARRAY );
+       qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
+       qglDisable( GL_TEXTURE_2D );
+       qglDisable( GL_LIGHTING );
+       qglDisable( GL_COLOR_MATERIAL );
+
+       qglEnable( GL_CULL_FACE );
+
+       brush_t* pList = ( g_bClipMode && g_pSplitList ) ? g_pSplitList : &selected_brushes;
+
+       if ( g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_BSEL ) {
+               qglColor4f( g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][0], g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][1], g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][2], 0.3f );
+               qglEnable( GL_BLEND );
+               qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+               qglDepthFunc( GL_LEQUAL );
+               for ( brush = pList->next ; brush != pList ; brush = brush->next )
+               {
+                       if ( brush->bCamCulled ) { // draw selected faces of filtered brushes to remind that there is a selection
+                               continue;
+                       }
+
+                       if ( brush->patchBrush && ( g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area ) ) {
+                               continue;
+                       }
+
+                       if ( !g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush ) {
+                               DrawPatchMesh( brush->pPatch );
+                       }
+                       else if ( brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX ) {
+                               brush->owner->model.pRender->Draw( DRAW_GL_FLAT, ( DRAW_RF_SEL_OUTLINE | DRAW_RF_CAM ) );
+                       }
+                       else
+                       {
+                               for ( face = brush->brush_faces ; face ; face = face->next )
+                                       Brush_FaceDraw( face, DRAW_GL_FLAT );
+                       }
+               }
+
+
+               int nCount = g_ptrSelectedFaces.GetSize();
+               if ( nCount > 0 ) {
+                       for ( int i = 0; i < nCount; i++ )
+                       {
+                               face_t *selFace = reinterpret_cast<face_t*>( g_ptrSelectedFaces.GetAt( i ) );
+                               Brush_FaceDraw( selFace, DRAW_GL_FLAT );
+                       }
+               }
+
+               qglDisableClientState( GL_NORMAL_ARRAY );
+               qglDepthFunc( GL_LESS );
+       }
+
+       if ( g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_ZBUF ) {
+               // non-zbuffered outline
+               qglDisable( GL_BLEND );
+               qglDisable( GL_DEPTH_TEST );
+               qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+               qglColor3f( 1, 1, 1 );
+               for ( brush = pList->next ; brush != pList ; brush = brush->next )
+               {
+                       if ( ( brush->patchBrush && ( g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area ) ) ) {
+                               continue;
+                       }
+
+                       if ( !g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush ) {
+                               DrawPatchMesh( brush->pPatch );
+                       }
+                       else if ( brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX ) {
+                               brush->owner->model.pRender->Draw( DRAW_GL_WIRE, ( DRAW_RF_SEL_FILL | DRAW_RF_CAM ) );
+
+                               // Hydra : always draw bbox outline!
+                               aabb_draw( brush->owner->model.pRender->GetAABB(), DRAW_GL_WIRE );
+                       }
+                       else
+                       {
+                               for ( face = brush->brush_faces ; face ; face = face->next )
+                                       Brush_FaceDraw( face, DRAW_GL_WIRE );
+                       }
+               }
+       }
+
+       // edge / vertex flags
+       if ( g_qeglobals.d_select_mode == sel_vertex ) {
+               // GL_POINTS on Kyro Workaround
+               if ( !g_PrefsDlg.m_bGlPtWorkaround ) {
+                       // brush verts
+                       qglPointSize( 4 );
+                       qglColor3f( 0,1,0 );
+                       qglBegin( GL_POINTS );
+                       for ( i = 0 ; i < g_qeglobals.d_numpoints ; i++ )
+                               qglVertex3fv( g_qeglobals.d_points[i] );
+                       qglEnd();
+
+                       if ( g_qeglobals.d_num_move_points ) {
+                               // selected brush verts
+                               qglPointSize( 5 );
+                               qglColor3f( 0,0,1 );
+                               qglBegin( GL_POINTS );
+                               for ( i = 0; i < g_qeglobals.d_num_move_points; i++ )
+                                       qglVertex3fv( g_qeglobals.d_move_points[i] );
+                               qglEnd();
+                       }
+
+                       qglPointSize( 1 );
+               }
+               else
+               {
+                       // brush verts
+                       qglColor3f( 0,1,0 );
+                       qglLineWidth( 2.0 );
+                       qglBegin( GL_LINES );
+                       for ( i = 0; i < g_qeglobals.d_numpoints; i++ )
+                               DrawAlternatePoint( g_qeglobals.d_points[i], 1.5 );
+                       qglEnd();
+
+                       if ( g_qeglobals.d_num_move_points ) {
+                               // selected brush verts
+                               qglColor3f( 0,0,1 );
+                               qglLineWidth( 3.0 );
+                               qglBegin( GL_LINES );
+                               for ( i = 0; i < g_qeglobals.d_num_move_points; i++ )
+                                       qglVertex3fv( g_qeglobals.d_move_points[i] );
+                               qglEnd();
+                       }
+                       qglLineWidth( 1.0 );
+               }
+       }
+       else if ( g_qeglobals.d_select_mode == sel_edge ) {
+               float   *v1, *v2;
+               // GL_POINTS on Kyro Workaround
+               if ( !g_PrefsDlg.m_bGlPtWorkaround ) {
+                       qglPointSize( 4 );
+                       qglColor3f( 0,0,1 );
+                       qglBegin( GL_POINTS );
+                       for ( i = 0 ; i < g_qeglobals.d_numedges ; i++ )
+                       {
+                               v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
+                               v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
+                               qglVertex3f( ( v1[0] + v2[0] ) * 0.5,( v1[1] + v2[1] ) * 0.5,( v1[2] + v2[2] ) * 0.5 );
+                       }
+                       qglEnd();
+                       qglPointSize( 1 );
+               }
+               else {
+                       qglColor3f( 0,0,1 );
+                       qglLineWidth( 2.0 );
+                       qglBegin( GL_LINES );
+                       for ( i = 0; i < g_qeglobals.d_numedges; i++ )
+                       {
+                               v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
+                               v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
+                               vec3_t v3;
+                               v3[0] = ( v1[0] + v2[0] ) * 0.5;
+                               v3[1] = ( v1[1] + v2[1] ) * 0.5;
+                               v3[2] = ( v1[2] + v2[2] ) * 0.5;
+                               DrawAlternatePoint( v3, 1.5 );
+                       }
+                       qglEnd();
+                       qglLineWidth( 1.0 );
+               }
+       }
+
+       //
+       // draw pointfile
+       //
+       qglEnable( GL_DEPTH_TEST );
+       DrawPathLines();
+
+       if ( g_qeglobals.d_pointfile_display_list ) {
+               Pointfile_Draw();
+       }
+
+       // call the drawing routine of plugin entities
+       //++timo FIXME: we might need to hook in other places as well for transparency etc.
+       //++timo FIXME: also needs a way to get some parameters about the view
+       //++timo FIXME: maybe provide some culling API on Radiant side?
+       Draw3DPluginEntities();
+
+       // draw the crosshair
+       if ( m_bFreeMove ) {
+               // setup orthographic projection mode
+               qglMatrixMode( GL_PROJECTION );
+               //qglPushMatrix();
+               qglLoadIdentity();
+               qglDisable( GL_DEPTH_TEST );
+               qglOrtho( 0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100 );
+               qglScalef( 1, -1, 1 );
+               qglTranslatef( 0, -(float)m_Camera.height, 0 );
+               qglMatrixMode( GL_MODELVIEW );
+
+               // draw crosshair
+               //qglPushMatrix();
+               qglLoadIdentity();
+               qglColor3f( 1.f, 1.f, 1.f );
+               qglBegin( GL_LINES );
+               qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 6 );
+               qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 2 );
+               qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 6 );
+               qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 2 );
+               qglVertex2f( (float)m_Camera.width / 2.f + 6, (float)m_Camera.height / 2.f );
+               qglVertex2f( (float)m_Camera.width / 2.f + 2, (float)m_Camera.height / 2.f );
+               qglVertex2f( (float)m_Camera.width / 2.f - 6, (float)m_Camera.height / 2.f );
+               qglVertex2f( (float)m_Camera.width / 2.f - 2, (float)m_Camera.height / 2.f );
+               qglEnd();
+               //qglPopMatrix();
+
+               // reset perspective projection
+               //qglMatrixMode(GL_PROJECTION);
+               //qglPopMatrix();
+               //qglMatrixMode(GL_MODELVIEW);
+       }
 
 #if 0
-       if ((g_qeglobals.d_select_mode == sel_area) && (g_nPatchClickedView == W_CAMERA))
-       {
+       if ( ( g_qeglobals.d_select_mode == sel_area ) && ( g_nPatchClickedView == W_CAMERA ) ) {
                // setup orthographic projection mode
-               qglMatrixMode(GL_PROJECTION);
+               qglMatrixMode( GL_PROJECTION );
                //qglPushMatrix();
                qglLoadIdentity();
-               qglDisable(GL_DEPTH_TEST);
-               qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);
+               qglDisable( GL_DEPTH_TEST );
+               qglOrtho( 0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100 );
                //qglScalef(1, -1, 1);
                //qglTranslatef(0, -(float)m_Camera.height, 0);
-               qglMatrixMode(GL_MODELVIEW);
+               qglMatrixMode( GL_MODELVIEW );
 
-       // area selection hack
+               // area selection hack
                qglLoadIdentity();
-               qglDisable(GL_CULL_FACE);
-               qglEnable (GL_BLEND);
-               qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
-               qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               qglColor4f(0.0, 0.0, 1.0, 0.25);
-               qglRectf(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[0], g_qeglobals.d_vAreaBR[1]);
-               qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
-               qglDisable (GL_BLEND);
-               qglEnable (GL_CULL_FACE);
+               qglDisable( GL_CULL_FACE );
+               qglEnable( GL_BLEND );
+               qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+               qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+               qglColor4f( 0.0, 0.0, 1.0, 0.25 );
+               qglRectf( g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[0], g_qeglobals.d_vAreaBR[1] );
+               qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+               qglDisable( GL_BLEND );
+               qglEnable( GL_CULL_FACE );
        }
 #endif
 
-  // bind back to the default texture so that we don't have problems
-  // elsewhere using/modifying texture maps between contexts
-  qglBindTexture( GL_TEXTURE_2D, 0 );
+       // bind back to the default texture so that we don't have problems
+       // elsewhere using/modifying texture maps between contexts
+       qglBindTexture( GL_TEXTURE_2D, 0 );
 
-  qglFinish();
-  QE_CheckOpenGLForErrors();
-  //   Sys_EndWait();
-  if (m_Camera.timing)
-  {
-    end = Sys_DoubleTime ();
-    Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start)));
-  }
+       qglFinish();
+       QE_CheckOpenGLForErrors();
+       //      Sys_EndWait();
+       if ( m_Camera.timing ) {
+               end = Sys_DoubleTime();
+               Sys_Printf( "Camera: %i ms\n", (int)( 1000 * ( end - start ) ) );
+       }
 
-  for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
-    brush->bCamCulled = false;
+       for ( brush = active_brushes.next ; brush != &active_brushes ; brush = brush->next )
+               brush->bCamCulled = false;
 
-  for (brush = pList->next ; brush != pList ; brush=brush->next)
-    brush->bCamCulled = false;
+       for ( brush = pList->next ; brush != pList ; brush = brush->next )
+               brush->bCamCulled = false;
 }
 
-void CamWnd::OnExpose ()
-{
-  if (!MakeCurrent ())
-  {
-    Sys_Printf("ERROR: glXMakeCurrent failed..\n ");
-    Sys_Printf("Please restart Radiant if the camera view is not working\n");
-  }
-  else
-  {
-    QE_CheckOpenGLForErrors();
-    g_pSplitList = NULL;
-    if (g_bClipMode)
-    {
-      if (g_Clip1.Set() && g_Clip2.Set())
-      {
-        g_pSplitList = (g_bSwitch) ?
-         &g_brBackSplits : &g_brFrontSplits;
-      }
-    }
-
-    Patch_LODMatchAll(); // spog
-
-    Cam_Draw ();
-    QE_CheckOpenGLForErrors ();
-
-    m_XORRectangle.set(rectangle_t());
-    SwapBuffers ();
-  }
+void CamWnd::OnExpose(){
+       if ( !MakeCurrent() ) {
+               Sys_Printf( "ERROR: glXMakeCurrent failed..\n " );
+               Sys_Printf( "Please restart Radiant if the camera view is not working\n" );
+       }
+       else
+       {
+               QE_CheckOpenGLForErrors();
+               g_pSplitList = NULL;
+               if ( g_bClipMode ) {
+                       if ( g_Clip1.Set() && g_Clip2.Set() ) {
+                               g_pSplitList = ( g_bSwitch ) ?
+                                                          &g_brBackSplits : &g_brFrontSplits;
+                       }
+               }
+
+               Patch_LODMatchAll(); // spog
+
+               Cam_Draw();
+               QE_CheckOpenGLForErrors();
+
+               m_XORRectangle.set( rectangle_t() );
+               SwapBuffers();
+       }
 }
 
-void CamWnd::BenchMark()
-{
-  if (!MakeCurrent ())
-    Error ("glXMakeCurrent failed in Benchmark");
-
-  qglDrawBuffer (GL_FRONT);
-  double dStart = Sys_DoubleTime ();
-  for (int i=0 ; i < 100 ; i++)
-  {
-    m_Camera.angles[YAW] = i*4;
-    Cam_Draw();
-  }
-  SwapBuffers ();
-  qglDrawBuffer (GL_BACK);
-  double dEnd = Sys_DoubleTime ();
-  Sys_Printf ("%5.2f seconds\n", dEnd - dStart);
+void CamWnd::BenchMark(){
+       if ( !MakeCurrent() ) {
+               Error( "glXMakeCurrent failed in Benchmark" );
+       }
+
+       qglDrawBuffer( GL_FRONT );
+       double dStart = Sys_DoubleTime();
+       for ( int i = 0 ; i < 100 ; i++ )
+       {
+               m_Camera.angles[YAW] = i * 4;
+               Cam_Draw();
+       }
+       SwapBuffers();
+       qglDrawBuffer( GL_BACK );
+       double dEnd = Sys_DoubleTime();
+       Sys_Printf( "%5.2f seconds\n", dEnd - dStart );
 }