]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - radiant/renderstate.cpp
radiant: replace StringBuffer with std::string
[xonotic/netradiant.git] / radiant / renderstate.cpp
index 1da08b71dad6c1061891abb7d73fb9269171ebd3..f714fc7eb2dd16712ae6486829ae7d81ea8965c0 100644 (file)
 
 #define DEBUG_RENDER 0
 
-inline void debug_string(const char *string)
-{
+inline void debug_string( const char* string ){
 #if (DEBUG_RENDER)
-    globalOutputStream() << string << "\n";
+       globalOutputStream() << string << "\n";
 #endif
 }
 
-inline void debug_int(const char *comment, int i)
-{
+inline void debug_int( const char* comment, int i ){
 #if (DEBUG_RENDER)
-    globalOutputStream() << comment << " " << i << "\n";
+       globalOutputStream() << comment << " " << i << "\n";
 #endif
 }
 
-inline void debug_colour(const char *comment)
-{
-#if (DEBUG_RENDER)
-                                                                                                                            Vector4 v;
+inline void debug_colour( const char* comment ){
+#if ( DEBUG_RENDER )
+       Vector4 v;
        glGetFloatv( GL_CURRENT_COLOR, reinterpret_cast<float*>( &v ) );
        globalOutputStream() << comment << " colour: "
                                                 << v[0] << " "
@@ -98,298 +95,277 @@ std::size_t g_count_states;
 std::size_t g_count_transforms;
 Timer g_timer;
 
-inline void count_prim()
-{
-    ++g_count_prims;
+inline void count_prim(){
+       ++g_count_prims;
 }
 
-inline void count_state()
-{
-    ++g_count_states;
+inline void count_state(){
+       ++g_count_states;
 }
 
-inline void count_transform()
-{
-    ++g_count_transforms;
+inline void count_transform(){
+       ++g_count_transforms;
 }
 
-void Renderer_ResetStats()
-{
-    g_count_prims = 0;
-    g_count_states = 0;
-    g_count_transforms = 0;
-    g_timer.start();
+void Renderer_ResetStats(){
+       g_count_prims = 0;
+       g_count_states = 0;
+       g_count_transforms = 0;
+       g_timer.start();
 }
 
-const char *Renderer_GetStats()
-{
-    g_renderer_stats.clear();
-    g_renderer_stats << "prims: " << Unsigned(g_count_prims)
-                     << " | states: " << Unsigned(g_count_states)
-                     << " | transforms: " << Unsigned(g_count_transforms)
-                     << " | msec: " << g_timer.elapsed_msec();
-    return g_renderer_stats.c_str();
+const char* Renderer_GetStats(){
+       g_renderer_stats.clear();
+       g_renderer_stats << "prims: " << Unsigned( g_count_prims )
+                                        << " | states: " << Unsigned( g_count_states )
+                                        << " | transforms: " << Unsigned( g_count_transforms )
+                                        << " | msec: " << g_timer.elapsed_msec();
+       return g_renderer_stats.c_str();
 }
 
 
-void printShaderLog(GLhandleARB object)
-{
-    GLint log_length = 0;
-    glGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length);
+void printShaderLog( GLhandleARB object ){
+       GLint log_length = 0;
+       glGetObjectParameterivARB( object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length );
 
-    Array<char> log(log_length);
-    glGetInfoLogARB(object, log_length, &log_length, log.data());
+       Array<char> log( log_length );
+       glGetInfoLogARB( object, log_length, &log_length, log.data() );
 
-    globalErrorStream() << StringRange(log.begin(), log.begin() + log_length) << "\n";
+       globalErrorStream() << StringRange( log.begin(), log.begin() + log_length ) << "\n";
 }
 
-void createShader(GLhandleARB program, const char *filename, GLenum type)
-{
-    GLhandleARB shader = glCreateShaderObjectARB(type);
-    GlobalOpenGL_debugAssertNoErrors();
-
-    // load shader
-    {
-        std::size_t size = file_size(filename);
-        FileInputStream file(filename);
-        ASSERT_MESSAGE(!file.failed(), "failed to open " << makeQuoted(filename));
-        Array<GLcharARB> buffer(size);
-        size = file.read(reinterpret_cast<StreamBase::byte_type *>( buffer.data()), size);
+void createShader( GLhandleARB program, const char* filename, GLenum type ){
+       GLhandleARB shader = glCreateShaderObjectARB( type );
+       GlobalOpenGL_debugAssertNoErrors();
 
-        const GLcharARB *string = buffer.data();
-        GLint length = GLint(size);
-        glShaderSourceARB(shader, 1, &string, &length);
-    }
+       // load shader
+       {
+               std::size_t size = file_size( filename );
+               FileInputStream file( filename );
+               ASSERT_MESSAGE( !file.failed(), "failed to open " << makeQuoted( filename ) );
+               Array<GLcharARB> buffer( size );
+               size = file.read( reinterpret_cast<StreamBase::byte_type*>( buffer.data() ), size );
+
+               const GLcharARB* string = buffer.data();
+               GLint length = GLint( size );
+               glShaderSourceARB( shader, 1, &string, &length );
+       }
 
-    // compile shader
-    {
-        glCompileShaderARB(shader);
+       // compile shader
+       {
+               glCompileShaderARB( shader );
 
-        GLint compiled = 0;
-        glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
+               GLint compiled = 0;
+               glGetObjectParameterivARB( shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled );
 
-        if (!compiled) {
-            printShaderLog(shader);
-        }
+               if ( !compiled ) {
+                       printShaderLog( shader );
+               }
 
-        ASSERT_MESSAGE(compiled, "shader compile failed: " << makeQuoted(filename));
-    }
+               ASSERT_MESSAGE( compiled, "shader compile failed: " << makeQuoted( filename ) );
+       }
 
-    // attach shader
-    glAttachObjectARB(program, shader);
+       // attach shader
+       glAttachObjectARB( program, shader );
 
-    glDeleteObjectARB(shader);
+       glDeleteObjectARB( shader );
 
-    GlobalOpenGL_debugAssertNoErrors();
+       GlobalOpenGL_debugAssertNoErrors();
 }
 
-void GLSLProgram_link(GLhandleARB program)
-{
-    glLinkProgramARB(program);
+void GLSLProgram_link( GLhandleARB program ){
+       glLinkProgramARB( program );
 
-    GLint linked = false;
-    glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
+       GLint linked = false;
+       glGetObjectParameterivARB( program, GL_OBJECT_LINK_STATUS_ARB, &linked );
 
-    if (!linked) {
-        printShaderLog(program);
-    }
+       if ( !linked ) {
+               printShaderLog( program );
+       }
 
-    ASSERT_MESSAGE(linked, "program link failed");
+       ASSERT_MESSAGE( linked, "program link failed" );
 }
 
-void GLSLProgram_validate(GLhandleARB program)
-{
-    glValidateProgramARB(program);
+void GLSLProgram_validate( GLhandleARB program ){
+       glValidateProgramARB( program );
 
-    GLint validated = false;
-    glGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated);
+       GLint validated = false;
+       glGetObjectParameterivARB( program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated );
 
-    if (!validated) {
-        printShaderLog(program);
-    }
+       if ( !validated ) {
+               printShaderLog( program );
+       }
 
-    ASSERT_MESSAGE(validated, "program validation failed");
+       ASSERT_MESSAGE( validated, "program validation failed" );
 }
 
 bool g_bumpGLSLPass_enabled = false;
 bool g_depthfillPass_enabled = false;
 
-class GLSLBumpProgram : public GLProgram {
+class GLSLBumpProgram : public GLProgram
+{
 public:
-    GLhandleARB m_program;
-    qtexture_t *m_light_attenuation_xy;
-    qtexture_t *m_light_attenuation_z;
-    GLint u_view_origin;
-    GLint u_light_origin;
-    GLint u_light_color;
-    GLint u_bump_scale;
-    GLint u_specular_exponent;
-
-    GLSLBumpProgram() : m_program(0), m_light_attenuation_xy(0), m_light_attenuation_z(0)
-    {
-    }
-
-    void create()
-    {
-        // create program
-        m_program = glCreateProgramObjectARB();
-
-        // create shader
-        {
-            StringOutputStream filename(256);
-            filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glsl";
-            createShader(m_program, filename.c_str(), GL_VERTEX_SHADER_ARB);
-            filename.clear();
-            filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glsl";
-            createShader(m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB);
-        }
-
-        GLSLProgram_link(m_program);
-        GLSLProgram_validate(m_program);
-
-        glUseProgramObjectARB(m_program);
-
-        glBindAttribLocationARB(m_program, c_attr_TexCoord0, "attr_TexCoord0");
-        glBindAttribLocationARB(m_program, c_attr_Tangent, "attr_Tangent");
-        glBindAttribLocationARB(m_program, c_attr_Binormal, "attr_Binormal");
-
-        glUniform1iARB(glGetUniformLocationARB(m_program, "u_diffusemap"), 0);
-        glUniform1iARB(glGetUniformLocationARB(m_program, "u_bumpmap"), 1);
-        glUniform1iARB(glGetUniformLocationARB(m_program, "u_specularmap"), 2);
-        glUniform1iARB(glGetUniformLocationARB(m_program, "u_attenuationmap_xy"), 3);
-        glUniform1iARB(glGetUniformLocationARB(m_program, "u_attenuationmap_z"), 4);
-
-        u_view_origin = glGetUniformLocationARB(m_program, "u_view_origin");
-        u_light_origin = glGetUniformLocationARB(m_program, "u_light_origin");
-        u_light_color = glGetUniformLocationARB(m_program, "u_light_color");
-        u_bump_scale = glGetUniformLocationARB(m_program, "u_bump_scale");
-        u_specular_exponent = glGetUniformLocationARB(m_program, "u_specular_exponent");
-
-        glUseProgramObjectARB(0);
-
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    void destroy()
-    {
-        glDeleteObjectARB(m_program);
-        m_program = 0;
-    }
-
-    void enable()
-    {
-        glUseProgramObjectARB(m_program);
-
-        glEnableVertexAttribArrayARB(c_attr_TexCoord0);
-        glEnableVertexAttribArrayARB(c_attr_Tangent);
-        glEnableVertexAttribArrayARB(c_attr_Binormal);
-
-        GlobalOpenGL_debugAssertNoErrors();
-
-        debug_string("enable bump");
-        g_bumpGLSLPass_enabled = true;
-    }
-
-    void disable()
-    {
-        glUseProgramObjectARB(0);
-
-        glDisableVertexAttribArrayARB(c_attr_TexCoord0);
-        glDisableVertexAttribArrayARB(c_attr_Tangent);
-        glDisableVertexAttribArrayARB(c_attr_Binormal);
-
-        GlobalOpenGL_debugAssertNoErrors();
-
-        debug_string("disable bump");
-        g_bumpGLSLPass_enabled = false;
-    }
-
-    void setParameters(const Vector3 &viewer, const Matrix4 &localToWorld, const Vector3 &origin, const Vector3 &colour,
-                       const Matrix4 &world2light)
-    {
-        Matrix4 world2local(localToWorld);
-        matrix4_affine_invert(world2local);
-
-        Vector3 localLight(origin);
-        matrix4_transform_point(world2local, localLight);
-
-        Vector3 localViewer(viewer);
-        matrix4_transform_point(world2local, localViewer);
-
-        Matrix4 local2light(world2light);
-        matrix4_multiply_by_matrix4(local2light, localToWorld); // local->world->light
-
-        glUniform3fARB(u_view_origin, localViewer.x(), localViewer.y(), localViewer.z());
-        glUniform3fARB(u_light_origin, localLight.x(), localLight.y(), localLight.z());
-        glUniform3fARB(u_light_color, colour.x(), colour.y(), colour.z());
-        glUniform1fARB(u_bump_scale, 1.0);
-        glUniform1fARB(u_specular_exponent, 32.0);
+GLhandleARB m_program;
+qtexture_t* m_light_attenuation_xy;
+qtexture_t* m_light_attenuation_z;
+GLint u_view_origin;
+GLint u_light_origin;
+GLint u_light_color;
+GLint u_bump_scale;
+GLint u_specular_exponent;
+
+GLSLBumpProgram() : m_program( 0 ), m_light_attenuation_xy( 0 ), m_light_attenuation_z( 0 ){
+}
+
+void create(){
+       // create program
+       m_program = glCreateProgramObjectARB();
+
+       // create shader
+       {
+               StringOutputStream filename( 256 );
+               filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.glsl";
+               createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB );
+               filename.clear();
+               filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.glsl";
+               createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB );
+       }
+
+       GLSLProgram_link( m_program );
+       GLSLProgram_validate( m_program );
 
-        glActiveTexture(GL_TEXTURE3);
-        glClientActiveTexture(GL_TEXTURE3);
+       glUseProgramObjectARB( m_program );
 
-        glMatrixMode(GL_TEXTURE);
-        glLoadMatrixf(reinterpret_cast<const float *>( &local2light ));
-        glMatrixMode(GL_MODELVIEW);
+       glBindAttribLocationARB( m_program, c_attr_TexCoord0, "attr_TexCoord0" );
+       glBindAttribLocationARB( m_program, c_attr_Tangent, "attr_Tangent" );
+       glBindAttribLocationARB( m_program, c_attr_Binormal, "attr_Binormal" );
+
+       glUniform1iARB( glGetUniformLocationARB( m_program, "u_diffusemap" ), 0 );
+       glUniform1iARB( glGetUniformLocationARB( m_program, "u_bumpmap" ), 1 );
+       glUniform1iARB( glGetUniformLocationARB( m_program, "u_specularmap" ), 2 );
+       glUniform1iARB( glGetUniformLocationARB( m_program, "u_attenuationmap_xy" ), 3 );
+       glUniform1iARB( glGetUniformLocationARB( m_program, "u_attenuationmap_z" ), 4 );
+
+       u_view_origin = glGetUniformLocationARB( m_program, "u_view_origin" );
+       u_light_origin = glGetUniformLocationARB( m_program, "u_light_origin" );
+       u_light_color = glGetUniformLocationARB( m_program, "u_light_color" );
+       u_bump_scale = glGetUniformLocationARB( m_program, "u_bump_scale" );
+       u_specular_exponent = glGetUniformLocationARB( m_program, "u_specular_exponent" );
+
+       glUseProgramObjectARB( 0 );
+
+       GlobalOpenGL_debugAssertNoErrors();
+}
+
+void destroy(){
+       glDeleteObjectARB( m_program );
+       m_program = 0;
+}
+
+void enable(){
+       glUseProgramObjectARB( m_program );
+
+       glEnableVertexAttribArrayARB( c_attr_TexCoord0 );
+       glEnableVertexAttribArrayARB( c_attr_Tangent );
+       glEnableVertexAttribArrayARB( c_attr_Binormal );
+
+       GlobalOpenGL_debugAssertNoErrors();
+
+       debug_string( "enable bump" );
+       g_bumpGLSLPass_enabled = true;
+}
+
+void disable(){
+       glUseProgramObjectARB( 0 );
+
+       glDisableVertexAttribArrayARB( c_attr_TexCoord0 );
+       glDisableVertexAttribArrayARB( c_attr_Tangent );
+       glDisableVertexAttribArrayARB( c_attr_Binormal );
+
+       GlobalOpenGL_debugAssertNoErrors();
+
+       debug_string( "disable bump" );
+       g_bumpGLSLPass_enabled = false;
+}
+
+void setParameters( const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light ){
+       Matrix4 world2local( localToWorld );
+       matrix4_affine_invert( world2local );
+
+       Vector3 localLight( origin );
+       matrix4_transform_point( world2local, localLight );
+
+       Vector3 localViewer( viewer );
+       matrix4_transform_point( world2local, localViewer );
+
+       Matrix4 local2light( world2light );
+       matrix4_multiply_by_matrix4( local2light, localToWorld ); // local->world->light
+
+       glUniform3fARB( u_view_origin, localViewer.x(), localViewer.y(), localViewer.z() );
+       glUniform3fARB( u_light_origin, localLight.x(), localLight.y(), localLight.z() );
+       glUniform3fARB( u_light_color, colour.x(), colour.y(), colour.z() );
+       glUniform1fARB( u_bump_scale, 1.0 );
+       glUniform1fARB( u_specular_exponent, 32.0 );
+
+       glActiveTexture( GL_TEXTURE3 );
+       glClientActiveTexture( GL_TEXTURE3 );
+
+       glMatrixMode( GL_TEXTURE );
+       glLoadMatrixf( reinterpret_cast<const float*>( &local2light ) );
+       glMatrixMode( GL_MODELVIEW );
 
-        GlobalOpenGL_debugAssertNoErrors();
-    }
+       GlobalOpenGL_debugAssertNoErrors();
+}
 };
 
 GLSLBumpProgram g_bumpGLSL;
 
 
-class GLSLDepthFillProgram : public GLProgram {
+class GLSLDepthFillProgram : public GLProgram
+{
 public:
-    GLhandleARB m_program;
-
-    void create()
-    {
-        // create program
-        m_program = glCreateProgramObjectARB();
-
-        // create shader
-        {
-            StringOutputStream filename(256);
-            filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glsl";
-            createShader(m_program, filename.c_str(), GL_VERTEX_SHADER_ARB);
-            filename.clear();
-            filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glsl";
-            createShader(m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB);
-        }
-
-        GLSLProgram_link(m_program);
-        GLSLProgram_validate(m_program);
-
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    void destroy()
-    {
-        glDeleteObjectARB(m_program);
-        m_program = 0;
-    }
-
-    void enable()
-    {
-        glUseProgramObjectARB(m_program);
-        GlobalOpenGL_debugAssertNoErrors();
-        debug_string("enable depthfill");
-        g_depthfillPass_enabled = true;
-    }
-
-    void disable()
-    {
-        glUseProgramObjectARB(0);
-        GlobalOpenGL_debugAssertNoErrors();
-        debug_string("disable depthfill");
-        g_depthfillPass_enabled = false;
-    }
-
-    void setParameters(const Vector3 &viewer, const Matrix4 &localToWorld, const Vector3 &origin, const Vector3 &colour,
-                       const Matrix4 &world2light)
-    {
-    }
+GLhandleARB m_program;
+
+void create(){
+       // create program
+       m_program = glCreateProgramObjectARB();
+
+       // create shader
+       {
+               StringOutputStream filename( 256 );
+               filename << GlobalRadiant().getDataPath() << "gl/zfill_vp.glsl";
+               createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB );
+               filename.clear();
+               filename << GlobalRadiant().getDataPath() << "gl/zfill_fp.glsl";
+               createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB );
+       }
+
+       GLSLProgram_link( m_program );
+       GLSLProgram_validate( m_program );
+
+       GlobalOpenGL_debugAssertNoErrors();
+}
+
+void destroy(){
+       glDeleteObjectARB( m_program );
+       m_program = 0;
+}
+
+void enable(){
+       glUseProgramObjectARB( m_program );
+       GlobalOpenGL_debugAssertNoErrors();
+       debug_string( "enable depthfill" );
+       g_depthfillPass_enabled = true;
+}
+
+void disable(){
+       glUseProgramObjectARB( 0 );
+       GlobalOpenGL_debugAssertNoErrors();
+       debug_string( "disable depthfill" );
+       g_depthfillPass_enabled = false;
+}
+void setParameters( const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light ){
+}
 };
 
 GLSLDepthFillProgram g_depthFillGLSL;
@@ -397,194 +373,182 @@ GLSLDepthFillProgram g_depthFillGLSL;
 
 // ARB path
 
-void createProgram(const char *filename, GLenum type)
-{
-    std::size_t size = file_size(filename);
-    FileInputStream file(filename);
-    ASSERT_MESSAGE(!file.failed(), "failed to open " << makeQuoted(filename));
-    Array<GLcharARB> buffer(size);
-    size = file.read(reinterpret_cast<StreamBase::byte_type *>( buffer.data()), size);
+void createProgram( const char* filename, GLenum type ){
+       std::size_t size = file_size( filename );
+       FileInputStream file( filename );
+       ASSERT_MESSAGE( !file.failed(), "failed to open " << makeQuoted( filename ) );
+       Array<GLcharARB> buffer( size );
+       size = file.read( reinterpret_cast<StreamBase::byte_type*>( buffer.data() ), size );
 
-    glProgramStringARB(type, GL_PROGRAM_FORMAT_ASCII_ARB, GLsizei(size), buffer.data());
+       glProgramStringARB( type, GL_PROGRAM_FORMAT_ASCII_ARB, GLsizei( size ), buffer.data() );
 
-    if (GL_INVALID_OPERATION == glGetError()) {
-        GLint errPos;
-        glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
-        const GLubyte *errString = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
+       if ( GL_INVALID_OPERATION == glGetError() ) {
+               GLint errPos;
+               glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
+               const GLubyte* errString = glGetString( GL_PROGRAM_ERROR_STRING_ARB );
 
-        globalErrorStream() << reinterpret_cast<const char *>( filename ) << ":" << errPos << "\n"
-                            << reinterpret_cast<const char *>( errString );
+               globalErrorStream() << reinterpret_cast<const char*>( filename ) << ":" <<  errPos << "\n" << reinterpret_cast<const char*>( errString );
 
-        ERROR_MESSAGE("error in gl program");
-    }
+               ERROR_MESSAGE( "error in gl program" );
+       }
 }
 
-class ARBBumpProgram : public GLProgram {
+class ARBBumpProgram : public GLProgram
+{
 public:
-    GLuint m_vertex_program;
-    GLuint m_fragment_program;
+GLuint m_vertex_program;
+GLuint m_fragment_program;
 
-    void create()
-    {
-        glEnable(GL_VERTEX_PROGRAM_ARB);
-        glEnable(GL_FRAGMENT_PROGRAM_ARB);
+void create(){
+       glEnable( GL_VERTEX_PROGRAM_ARB );
+       glEnable( GL_FRAGMENT_PROGRAM_ARB );
 
-        {
-            glGenProgramsARB(1, &m_vertex_program);
-            glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
-            StringOutputStream filename(256);
-            filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glp";
-            createProgram(filename.c_str(), GL_VERTEX_PROGRAM_ARB);
+       {
+               glGenProgramsARB( 1, &m_vertex_program );
+               glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
+               StringOutputStream filename( 256 );
+               filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.glp";
+               createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB );
 
-            glGenProgramsARB(1, &m_fragment_program);
-            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
-            filename.clear();
-            filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glp";
-            createProgram(filename.c_str(), GL_FRAGMENT_PROGRAM_ARB);
-        }
+               glGenProgramsARB( 1, &m_fragment_program );
+               glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
+               filename.clear();
+               filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.glp";
+               createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB );
+       }
 
-        glDisable(GL_VERTEX_PROGRAM_ARB);
-        glDisable(GL_FRAGMENT_PROGRAM_ARB);
+       glDisable( GL_VERTEX_PROGRAM_ARB );
+       glDisable( GL_FRAGMENT_PROGRAM_ARB );
 
-        GlobalOpenGL_debugAssertNoErrors();
-    }
+       GlobalOpenGL_debugAssertNoErrors();
+}
 
-    void destroy()
-    {
-        glDeleteProgramsARB(1, &m_vertex_program);
-        glDeleteProgramsARB(1, &m_fragment_program);
-        GlobalOpenGL_debugAssertNoErrors();
-    }
+void destroy(){
+       glDeleteProgramsARB( 1, &m_vertex_program );
+       glDeleteProgramsARB( 1, &m_fragment_program );
+       GlobalOpenGL_debugAssertNoErrors();
+}
 
-    void enable()
-    {
-        glEnable(GL_VERTEX_PROGRAM_ARB);
-        glEnable(GL_FRAGMENT_PROGRAM_ARB);
-        glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
-        glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
+void enable(){
+       glEnable( GL_VERTEX_PROGRAM_ARB );
+       glEnable( GL_FRAGMENT_PROGRAM_ARB );
+       glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
+       glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
 
-        glEnableVertexAttribArrayARB(8);
-        glEnableVertexAttribArrayARB(9);
-        glEnableVertexAttribArrayARB(10);
-        glEnableVertexAttribArrayARB(11);
+       glEnableVertexAttribArrayARB( 8 );
+       glEnableVertexAttribArrayARB( 9 );
+       glEnableVertexAttribArrayARB( 10 );
+       glEnableVertexAttribArrayARB( 11 );
 
-        GlobalOpenGL_debugAssertNoErrors();
-    }
+       GlobalOpenGL_debugAssertNoErrors();
+}
 
-    void disable()
-    {
-        glDisable(GL_VERTEX_PROGRAM_ARB);
-        glDisable(GL_FRAGMENT_PROGRAM_ARB);
+void disable(){
+       glDisable( GL_VERTEX_PROGRAM_ARB );
+       glDisable( GL_FRAGMENT_PROGRAM_ARB );
 
-        glDisableVertexAttribArrayARB(8);
-        glDisableVertexAttribArrayARB(9);
-        glDisableVertexAttribArrayARB(10);
-        glDisableVertexAttribArrayARB(11);
+       glDisableVertexAttribArrayARB( 8 );
+       glDisableVertexAttribArrayARB( 9 );
+       glDisableVertexAttribArrayARB( 10 );
+       glDisableVertexAttribArrayARB( 11 );
 
-        GlobalOpenGL_debugAssertNoErrors();
-    }
+       GlobalOpenGL_debugAssertNoErrors();
+}
 
-    void setParameters(const Vector3 &viewer, const Matrix4 &localToWorld, const Vector3 &origin, const Vector3 &colour,
-                       const Matrix4 &world2light)
-    {
-        Matrix4 world2local(localToWorld);
-        matrix4_affine_invert(world2local);
+void setParameters( const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light ){
+       Matrix4 world2local( localToWorld );
+       matrix4_affine_invert( world2local );
 
-        Vector3 localLight(origin);
-        matrix4_transform_point(world2local, localLight);
+       Vector3 localLight( origin );
+       matrix4_transform_point( world2local, localLight );
 
-        Vector3 localViewer(viewer);
-        matrix4_transform_point(world2local, localViewer);
+       Vector3 localViewer( viewer );
+       matrix4_transform_point( world2local, localViewer );
 
-        Matrix4 local2light(world2light);
-        matrix4_multiply_by_matrix4(local2light, localToWorld); // local->world->light
+       Matrix4 local2light( world2light );
+       matrix4_multiply_by_matrix4( local2light, localToWorld ); // local->world->light
 
-        // view origin
-        glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 4, localViewer.x(), localViewer.y(), localViewer.z(), 0);
+       // view origin
+       glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 4, localViewer.x(), localViewer.y(), localViewer.z(), 0 );
 
-        // light origin
-        glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, localLight.x(), localLight.y(), localLight.z(), 1);
+       // light origin
+       glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 2, localLight.x(), localLight.y(), localLight.z(), 1 );
 
-        // light colour
-        glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 3, colour.x(), colour.y(), colour.z(), 0);
+       // light colour
+       glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 3, colour.x(), colour.y(), colour.z(), 0 );
 
-        // bump scale
-        glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 1, 0, 0, 0);
+       // bump scale
+       glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 1, 1, 0, 0, 0 );
 
-        // specular exponent
-        glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 5, 32, 0, 0, 0);
+       // specular exponent
+       glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 5, 32, 0, 0, 0 );
 
 
-        glActiveTexture(GL_TEXTURE3);
-        glClientActiveTexture(GL_TEXTURE3);
+       glActiveTexture( GL_TEXTURE3 );
+       glClientActiveTexture( GL_TEXTURE3 );
 
-        glMatrixMode(GL_TEXTURE);
-        glLoadMatrixf(reinterpret_cast<const float *>( &local2light ));
-        glMatrixMode(GL_MODELVIEW);
+       glMatrixMode( GL_TEXTURE );
+       glLoadMatrixf( reinterpret_cast<const float*>( &local2light ) );
+       glMatrixMode( GL_MODELVIEW );
 
-        GlobalOpenGL_debugAssertNoErrors();
-    }
+       GlobalOpenGL_debugAssertNoErrors();
+}
 };
 
-class ARBDepthFillProgram : public GLProgram {
+class ARBDepthFillProgram : public GLProgram
+{
 public:
-    GLuint m_vertex_program;
-    GLuint m_fragment_program;
-
-    void create()
-    {
-        glEnable(GL_VERTEX_PROGRAM_ARB);
-        glEnable(GL_FRAGMENT_PROGRAM_ARB);
-
-        {
-            glGenProgramsARB(1, &m_vertex_program);
-            glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
-            StringOutputStream filename(256);
-            filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glp";
-            createProgram(filename.c_str(), GL_VERTEX_PROGRAM_ARB);
-
-            glGenProgramsARB(1, &m_fragment_program);
-            glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
-            filename.clear();
-            filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glp";
-            createProgram(filename.c_str(), GL_FRAGMENT_PROGRAM_ARB);
-        }
-
-        glDisable(GL_VERTEX_PROGRAM_ARB);
-        glDisable(GL_FRAGMENT_PROGRAM_ARB);
-
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    void destroy()
-    {
-        glDeleteProgramsARB(1, &m_vertex_program);
-        glDeleteProgramsARB(1, &m_fragment_program);
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    void enable()
-    {
-        glEnable(GL_VERTEX_PROGRAM_ARB);
-        glEnable(GL_FRAGMENT_PROGRAM_ARB);
-        glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
-        glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
-
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    void disable()
-    {
-        glDisable(GL_VERTEX_PROGRAM_ARB);
-        glDisable(GL_FRAGMENT_PROGRAM_ARB);
-
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    void setParameters(const Vector3 &viewer, const Matrix4 &localToWorld, const Vector3 &origin, const Vector3 &colour,
-                       const Matrix4 &world2light)
-    {
-    }
+GLuint m_vertex_program;
+GLuint m_fragment_program;
+
+void create(){
+       glEnable( GL_VERTEX_PROGRAM_ARB );
+       glEnable( GL_FRAGMENT_PROGRAM_ARB );
+
+       {
+               glGenProgramsARB( 1, &m_vertex_program );
+               glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
+               StringOutputStream filename( 256 );
+               filename << GlobalRadiant().getDataPath() << "gl/zfill_vp.glp";
+               createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB );
+
+               glGenProgramsARB( 1, &m_fragment_program );
+               glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
+               filename.clear();
+               filename << GlobalRadiant().getDataPath() << "gl/zfill_fp.glp";
+               createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB );
+       }
+
+       glDisable( GL_VERTEX_PROGRAM_ARB );
+       glDisable( GL_FRAGMENT_PROGRAM_ARB );
+
+       GlobalOpenGL_debugAssertNoErrors();
+}
+
+void destroy(){
+       glDeleteProgramsARB( 1, &m_vertex_program );
+       glDeleteProgramsARB( 1, &m_fragment_program );
+       GlobalOpenGL_debugAssertNoErrors();
+}
+
+void enable(){
+       glEnable( GL_VERTEX_PROGRAM_ARB );
+       glEnable( GL_FRAGMENT_PROGRAM_ARB );
+       glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
+       glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
+
+       GlobalOpenGL_debugAssertNoErrors();
+}
+
+void disable(){
+       glDisable( GL_VERTEX_PROGRAM_ARB );
+       glDisable( GL_FRAGMENT_PROGRAM_ARB );
+
+       GlobalOpenGL_debugAssertNoErrors();
+}
+
+void setParameters( const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light ){
+}
 };
 
 ARBBumpProgram g_bumpARB;
@@ -592,7 +556,7 @@ ARBDepthFillProgram g_depthFillARB;
 
 
 #if 0
-                                                                                                                        // NV20 path (unfinished)
+// NV20 path (unfinished)
 
 void createProgram( GLint program, const char* filename, GLenum type ){
        std::size_t size = file_size( filename );
@@ -626,13 +590,13 @@ void createVertexProgram(){
                glGenProgramsNV( 1, &m_vertex_program );
                glBindProgramNV( GL_VERTEX_PROGRAM_NV, m_vertex_program );
                StringOutputStream filename( 256 );
-               filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.nv30";
+               filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_vp.nv30";
                createProgram( m_vertex_program, filename.c_str(), GL_VERTEX_PROGRAM_NV );
 
                glGenProgramsNV( 1, &m_fragment_program );
                glBindProgramNV( GL_FRAGMENT_PROGRAM_NV, m_fragment_program );
                filename.clear();
-               filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.nv30";
+               filename << GlobalRadiant().getDataPath() << "gl/lighting_DBS_omni_fp.nv30";
                createProgram( m_fragment_program, filename.c_str(), GL_FRAGMENT_PROGRAM_NV );
        }
 
@@ -808,213 +772,205 @@ bool g_normalArray_enabled = false;
 bool g_texcoordArray_enabled = false;
 bool g_colorArray_enabled = false;
 
-inline bool OpenGLState_less(const OpenGLState &self, const OpenGLState &other)
-{
-    //! Sort by sort-order override.
-    if (self.m_sort != other.m_sort) {
-        return self.m_sort < other.m_sort;
-    }
-    //! Sort by texture handle.
-    if (self.m_texture != other.m_texture) {
-        return self.m_texture < other.m_texture;
-    }
-    if (self.m_texture1 != other.m_texture1) {
-        return self.m_texture1 < other.m_texture1;
-    }
-    if (self.m_texture2 != other.m_texture2) {
-        return self.m_texture2 < other.m_texture2;
-    }
-    if (self.m_texture3 != other.m_texture3) {
-        return self.m_texture3 < other.m_texture3;
-    }
-    if (self.m_texture4 != other.m_texture4) {
-        return self.m_texture4 < other.m_texture4;
-    }
-    if (self.m_texture5 != other.m_texture5) {
-        return self.m_texture5 < other.m_texture5;
-    }
-    if (self.m_texture6 != other.m_texture6) {
-        return self.m_texture6 < other.m_texture6;
-    }
-    if (self.m_texture7 != other.m_texture7) {
-        return self.m_texture7 < other.m_texture7;
-    }
-    //! Sort by state bit-vector.
-    if (self.m_state != other.m_state) {
-        return self.m_state < other.m_state;
-    }
-    //! Comparing address makes sure states are never equal.
-    return &self < &other;
-}
-
-void OpenGLState_constructDefault(OpenGLState &state)
-{
-    state.m_state = RENDER_DEFAULT;
+inline bool OpenGLState_less( const OpenGLState& self, const OpenGLState& other ){
+       //! Sort by sort-order override.
+       if ( self.m_sort != other.m_sort ) {
+               return self.m_sort < other.m_sort;
+       }
+       //! Sort by texture handle.
+       if ( self.m_texture != other.m_texture ) {
+               return self.m_texture < other.m_texture;
+       }
+       if ( self.m_texture1 != other.m_texture1 ) {
+               return self.m_texture1 < other.m_texture1;
+       }
+       if ( self.m_texture2 != other.m_texture2 ) {
+               return self.m_texture2 < other.m_texture2;
+       }
+       if ( self.m_texture3 != other.m_texture3 ) {
+               return self.m_texture3 < other.m_texture3;
+       }
+       if ( self.m_texture4 != other.m_texture4 ) {
+               return self.m_texture4 < other.m_texture4;
+       }
+       if ( self.m_texture5 != other.m_texture5 ) {
+               return self.m_texture5 < other.m_texture5;
+       }
+       if ( self.m_texture6 != other.m_texture6 ) {
+               return self.m_texture6 < other.m_texture6;
+       }
+       if ( self.m_texture7 != other.m_texture7 ) {
+               return self.m_texture7 < other.m_texture7;
+       }
+       //! Sort by state bit-vector.
+       if ( self.m_state != other.m_state ) {
+               return self.m_state < other.m_state;
+       }
+       //! Comparing address makes sure states are never equal.
+       return &self < &other;
+}
 
-    state.m_texture = 0;
-    state.m_texture1 = 0;
-    state.m_texture2 = 0;
-    state.m_texture3 = 0;
-    state.m_texture4 = 0;
-    state.m_texture5 = 0;
-    state.m_texture6 = 0;
-    state.m_texture7 = 0;
+void OpenGLState_constructDefault( OpenGLState& state ){
+       state.m_state = RENDER_DEFAULT;
 
-    state.m_colour[0] = 1;
-    state.m_colour[1] = 1;
-    state.m_colour[2] = 1;
-    state.m_colour[3] = 1;
+       state.m_texture = 0;
+       state.m_texture1 = 0;
+       state.m_texture2 = 0;
+       state.m_texture3 = 0;
+       state.m_texture4 = 0;
+       state.m_texture5 = 0;
+       state.m_texture6 = 0;
+       state.m_texture7 = 0;
 
-    state.m_depthfunc = GL_LESS;
+       state.m_colour[0] = 1;
+       state.m_colour[1] = 1;
+       state.m_colour[2] = 1;
+       state.m_colour[3] = 1;
 
-    state.m_blend_src = GL_SRC_ALPHA;
-    state.m_blend_dst = GL_ONE_MINUS_SRC_ALPHA;
+       state.m_depthfunc = GL_LESS;
 
-    state.m_alphafunc = GL_ALWAYS;
-    state.m_alpharef = 0;
+       state.m_blend_src = GL_SRC_ALPHA;
+       state.m_blend_dst = GL_ONE_MINUS_SRC_ALPHA;
 
-    state.m_linewidth = 1;
-    state.m_pointsize = 1;
+       state.m_alphafunc = GL_ALWAYS;
+       state.m_alpharef = 0;
 
-    state.m_linestipple_factor = 1;
-    state.m_linestipple_pattern = 0xaaaa;
+       state.m_linewidth = 1;
+       state.m_pointsize = 1;
 
-    state.m_fog = OpenGLFogState();
+       state.m_linestipple_factor = 1;
+       state.m_linestipple_pattern = 0xaaaa;
+
+       state.m_fog = OpenGLFogState();
 }
 
 
 /// \brief A container of Renderable references.
 /// May contain the same Renderable multiple times, with different transforms.
-class OpenGLStateBucket {
+class OpenGLStateBucket
+{
 public:
-    struct RenderTransform {
-        const Matrix4 *m_transform;
-        const OpenGLRenderable *m_renderable;
-        const RendererLight *m_light;
+struct RenderTransform
+{
+       const Matrix4* m_transform;
+       const OpenGLRenderable *m_renderable;
+       const RendererLight* m_light;
 
-        RenderTransform(const OpenGLRenderable &renderable, const Matrix4 &transform, const RendererLight *light)
-                : m_transform(&transform), m_renderable(&renderable), m_light(light)
-        {
-        }
-    };
+       RenderTransform( const OpenGLRenderable& renderable, const Matrix4& transform, const RendererLight* light )
+               : m_transform( &transform ), m_renderable( &renderable ), m_light( light ){
+       }
+};
 
-    typedef std::vector<RenderTransform> Renderables;
+typedef std::vector<RenderTransform> Renderables;
 
 private:
 
-    OpenGLState m_state;
-    Renderables m_renderables;
+OpenGLState m_state;
+Renderables m_renderables;
 
 public:
-    OpenGLStateBucket()
-    {
-    }
+OpenGLStateBucket(){
+}
 
-    void addRenderable(const OpenGLRenderable &renderable, const Matrix4 &modelview, const RendererLight *light = 0)
-    {
-        m_renderables.push_back(RenderTransform(renderable, modelview, light));
-    }
+void addRenderable( const OpenGLRenderable& renderable, const Matrix4& modelview, const RendererLight* light = 0 ){
+       m_renderables.push_back( RenderTransform( renderable, modelview, light ) );
+}
 
-    OpenGLState &state()
-    {
-        return m_state;
-    }
+OpenGLState& state(){
+       return m_state;
+}
 
-    void render(OpenGLState &current, unsigned int globalstate, const Vector3 &viewer);
+void render( OpenGLState& current, unsigned int globalstate, const Vector3& viewer );
 };
 
 #define LIGHT_SHADER_DEBUG 0
 
 #if LIGHT_SHADER_DEBUG
-                                                                                                                        typedef std::vector<Shader*> LightDebugShaders;
+typedef std::vector<Shader*> LightDebugShaders;
 LightDebugShaders g_lightDebugShaders;
 #endif
 
-class OpenGLStateLess {
+class OpenGLStateLess
+{
 public:
-    bool operator()(const OpenGLState &self, const OpenGLState &other) const
-    {
-        return OpenGLState_less(self, other);
-    }
+bool operator()( const OpenGLState& self, const OpenGLState& other ) const {
+       return OpenGLState_less( self, other );
+}
 };
 
 typedef ConstReference<OpenGLState> OpenGLStateReference;
-typedef std::map<OpenGLStateReference, OpenGLStateBucket *, OpenGLStateLess> OpenGLStates;
+typedef std::map<OpenGLStateReference, OpenGLStateBucket*, OpenGLStateLess> OpenGLStates;
 OpenGLStates g_state_sorted;
 
-class OpenGLStateBucketAdd {
-    OpenGLStateBucket &m_bucket;
-    const OpenGLRenderable &m_renderable;
-    const Matrix4 &m_modelview;
+class OpenGLStateBucketAdd
+{
+OpenGLStateBucket& m_bucket;
+const OpenGLRenderable& m_renderable;
+const Matrix4& m_modelview;
 public:
-    using func = void(const RendererLight &);
+using func = void(const RendererLight&);
 
-    OpenGLStateBucketAdd(OpenGLStateBucket &bucket, const OpenGLRenderable &renderable, const Matrix4 &modelview) :
-            m_bucket(bucket), m_renderable(renderable), m_modelview(modelview)
-    {
-    }
+OpenGLStateBucketAdd( OpenGLStateBucket& bucket, const OpenGLRenderable& renderable, const Matrix4& modelview ) :
+       m_bucket( bucket ), m_renderable( renderable ), m_modelview( modelview ){
+}
 
-    void operator()(const RendererLight &light)
-    {
-        m_bucket.addRenderable(m_renderable, m_modelview, &light);
-    }
+void operator()( const RendererLight& light ){
+       m_bucket.addRenderable( m_renderable, m_modelview, &light );
+}
 };
 
-class CountLights {
-    std::size_t m_count;
+class CountLights
+{
+std::size_t m_count;
 public:
-    using func = void(RendererLight &);
+using func = void(RendererLight&);
 
-    CountLights() : m_count(0)
-    {
-    }
+CountLights() : m_count( 0 ){
+}
 
-    void operator()(const RendererLight &light)
-    {
-        ++m_count;
-    }
+void operator()( const RendererLight& light ){
+       ++m_count;
+}
 
-    std::size_t count() const
-    {
-        return m_count;
-    }
+std::size_t count() const {
+       return m_count;
+}
 };
 
-class OpenGLShader : public Shader {
-    typedef std::list<OpenGLStateBucket *> Passes;
-    Passes m_passes;
-    IShader *m_shader;
-    std::size_t m_used;
-    ModuleObservers m_observers;
+class OpenGLShader : public Shader
+{
+typedef std::list<OpenGLStateBucket*> Passes;
+Passes m_passes;
+IShader* m_shader;
+std::size_t m_used;
+ModuleObservers m_observers;
 public:
-    OpenGLShader() : m_shader(0), m_used(0)
-    {
-    }
-
-    ~OpenGLShader()
-    {
-    }
-
-    void construct(const char *name);
-
-    void destroy()
-    {
-        if (m_shader) {
-            m_shader->DecRef();
-        }
-        m_shader = 0;
-
-        for (Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i) {
-            delete *i;
-        }
-        m_passes.clear();
-    }
-
-    void addRenderable(const OpenGLRenderable &renderable, const Matrix4 &modelview, const LightList *lights)
-    {
-        for (Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i) {
+OpenGLShader() : m_shader( 0 ), m_used( 0 ){
+}
+
+~OpenGLShader(){
+}
+
+void construct( const char* name );
+
+void destroy(){
+       if ( m_shader ) {
+               m_shader->DecRef();
+       }
+       m_shader = 0;
+
+       for ( Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i )
+       {
+               delete *i;
+       }
+       m_passes.clear();
+}
+
+void addRenderable( const OpenGLRenderable& renderable, const Matrix4& modelview, const LightList* lights ){
+       for ( Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i )
+       {
 #if LIGHT_SHADER_DEBUG
-                                                                                                                                    if ( ( ( *i )->state().m_state & RENDER_BUMP ) != 0 ) {
+               if ( ( ( *i )->state().m_state & RENDER_BUMP ) != 0 ) {
                        if ( lights != 0 ) {
                                CountLights counter;
                                lights->forEachLight( makeCallback1( counter ) );
@@ -1027,149 +983,140 @@ public:
                }
                else
 #else
-            if (((*i)->state().m_state & RENDER_BUMP) != 0) {
-                if (lights != 0) {
-                    OpenGLStateBucketAdd add(*(*i), renderable, modelview);
-                    lights->forEachLight(makeCallback(add));
-                }
-            } else
+               if ( ( ( *i )->state().m_state & RENDER_BUMP ) != 0 ) {
+                       if ( lights != 0 ) {
+                               OpenGLStateBucketAdd add( *( *i ), renderable, modelview );
+                               lights->forEachLight(makeCallback( add ) );
+                       }
+               }
+               else
 #endif
-            {
-                (*i)->addRenderable(renderable, modelview);
-            }
-        }
-    }
-
-    void incrementUsed()
-    {
-        if (++m_used == 1 && m_shader != 0) {
-            m_shader->SetInUse(true);
-        }
-    }
-
-    void decrementUsed()
-    {
-        if (--m_used == 0 && m_shader != 0) {
-            m_shader->SetInUse(false);
-        }
-    }
-
-    bool realised() const
-    {
-        return m_shader != 0;
-    }
-
-    void attach(ModuleObserver &observer)
-    {
-        if (realised()) {
-            observer.realise();
-        }
-        m_observers.attach(observer);
-    }
-
-    void detach(ModuleObserver &observer)
-    {
-        if (realised()) {
-            observer.unrealise();
-        }
-        m_observers.detach(observer);
-    }
-
-    void realise(const CopiedString &name)
-    {
-        construct(name.c_str());
-
-        if (m_used != 0 && m_shader != 0) {
-            m_shader->SetInUse(true);
-        }
-
-        for (Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i) {
-            g_state_sorted.insert(OpenGLStates::value_type(OpenGLStateReference((*i)->state()), *i));
-        }
-
-        m_observers.realise();
-    }
-
-    void unrealise()
-    {
-        m_observers.unrealise();
-
-        for (Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i) {
-            g_state_sorted.erase(OpenGLStateReference((*i)->state()));
-        }
-
-        destroy();
-    }
-
-    qtexture_t &getTexture() const
-    {
-        ASSERT_NOTNULL(m_shader);
-        return *m_shader->getTexture();
-    }
-
-    unsigned int getFlags() const
-    {
-        ASSERT_NOTNULL(m_shader);
-        return m_shader->getFlags();
-    }
-
-    IShader &getShader() const
-    {
-        ASSERT_NOTNULL(m_shader);
-        return *m_shader;
-    }
-
-    OpenGLState &appendDefaultPass()
-    {
-        m_passes.push_back(new OpenGLStateBucket);
-        OpenGLState &state = m_passes.back()->state();
-        OpenGLState_constructDefault(state);
-        return state;
-    }
+               {
+                       ( *i )->addRenderable( renderable, modelview );
+               }
+       }
+}
+
+void incrementUsed(){
+       if ( ++m_used == 1 && m_shader != 0 ) {
+               m_shader->SetInUse( true );
+       }
+}
+
+void decrementUsed(){
+       if ( --m_used == 0 && m_shader != 0 ) {
+               m_shader->SetInUse( false );
+       }
+}
+
+bool realised() const {
+       return m_shader != 0;
+}
+
+void attach( ModuleObserver& observer ){
+       if ( realised() ) {
+               observer.realise();
+       }
+       m_observers.attach( observer );
+}
+
+void detach( ModuleObserver& observer ){
+       if ( realised() ) {
+               observer.unrealise();
+       }
+       m_observers.detach( observer );
+}
+
+void realise( const CopiedString& name ){
+       construct( name.c_str() );
+
+       if ( m_used != 0 && m_shader != 0 ) {
+               m_shader->SetInUse( true );
+       }
+
+       for ( Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i )
+       {
+               g_state_sorted.insert( OpenGLStates::value_type( OpenGLStateReference( ( *i )->state() ), *i ) );
+       }
+
+       m_observers.realise();
+}
+
+void unrealise(){
+       m_observers.unrealise();
+
+       for ( Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i )
+       {
+               g_state_sorted.erase( OpenGLStateReference( ( *i )->state() ) );
+       }
+
+       destroy();
+}
+
+qtexture_t& getTexture() const {
+       ASSERT_NOTNULL( m_shader );
+       return *m_shader->getTexture();
+}
+
+unsigned int getFlags() const {
+       ASSERT_NOTNULL( m_shader );
+       return m_shader->getFlags();
+}
+
+IShader& getShader() const {
+       ASSERT_NOTNULL( m_shader );
+       return *m_shader;
+}
+
+OpenGLState& appendDefaultPass(){
+       m_passes.push_back( new OpenGLStateBucket );
+       OpenGLState& state = m_passes.back()->state();
+       OpenGLState_constructDefault( state );
+       return state;
+}
 };
 
 
-inline bool lightEnabled(const RendererLight &light, const LightCullable &cullable)
-{
-    return cullable.testLight(light);
+inline bool lightEnabled( const RendererLight& light, const LightCullable& cullable ){
+       return cullable.testLight( light );
 }
 
-typedef std::set<RendererLight *> RendererLights;
+typedef std::set<RendererLight*> RendererLights;
 
 #define DEBUG_LIGHT_SYNC 0
 
-class LinearLightList : public LightList {
-    LightCullable &m_cullable;
-    RendererLights &m_allLights;
-    Callback<void()> m_evaluateChanged;
+class LinearLightList : public LightList
+{
+LightCullable& m_cullable;
+RendererLights& m_allLights;
+Callback<void()> m_evaluateChanged;
 
-    typedef std::list<RendererLight *> Lights;
-    mutable Lights m_lights;
-    mutable bool m_lightsChanged;
+typedef std::list<RendererLight*> Lights;
+mutable Lights m_lights;
+mutable bool m_lightsChanged;
 public:
-    LinearLightList(LightCullable &cullable, RendererLights &lights, const Callback<void()> &evaluateChanged) :
-            m_cullable(cullable), m_allLights(lights), m_evaluateChanged(evaluateChanged)
-    {
-        m_lightsChanged = true;
-    }
-
-    void evaluateLights() const
-    {
-        m_evaluateChanged();
-        if (m_lightsChanged) {
-            m_lightsChanged = false;
-
-            m_lights.clear();
-            m_cullable.clearLights();
-            for (RendererLights::const_iterator i = m_allLights.begin(); i != m_allLights.end(); ++i) {
-                if (lightEnabled(*(*i), m_cullable)) {
-                    m_lights.push_back(*i);
-                    m_cullable.insertLight(*(*i));
-                }
-            }
-        }
-#if (DEBUG_LIGHT_SYNC)
-                                                                                                                                else
+LinearLightList( LightCullable& cullable, RendererLights& lights, const Callback<void()>& evaluateChanged ) :
+       m_cullable( cullable ), m_allLights( lights ), m_evaluateChanged( evaluateChanged ){
+       m_lightsChanged = true;
+}
+
+void evaluateLights() const {
+       m_evaluateChanged();
+       if ( m_lightsChanged ) {
+               m_lightsChanged = false;
+
+               m_lights.clear();
+               m_cullable.clearLights();
+               for ( RendererLights::const_iterator i = m_allLights.begin(); i != m_allLights.end(); ++i )
+               {
+                       if ( lightEnabled( *( *i ), m_cullable ) ) {
+                               m_lights.push_back( *i );
+                               m_cullable.insertLight( *( *i ) );
+                       }
+               }
+       }
+#if ( DEBUG_LIGHT_SYNC )
+       else
        {
                Lights lights;
                for ( RendererLights::const_iterator i = m_allLights.begin(); i != m_allLights.end(); ++i )
@@ -1185,459 +1132,434 @@ public:
                        );
        }
 #endif
-    }
+}
 
-    void forEachLight(const RendererLightCallback &callback) const
-    {
-        evaluateLights();
+void forEachLight( const RendererLightCallback& callback ) const {
+       evaluateLights();
 
-        for (Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i) {
-            callback(*(*i));
-        }
-    }
+       for ( Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i )
+       {
+               callback( *( *i ) );
+       }
+}
 
-    void lightsChanged() const
-    {
-        m_lightsChanged = true;
-    }
+void lightsChanged() const {
+       m_lightsChanged = true;
+}
 };
 
-inline void setFogState(const OpenGLFogState &state)
-{
-    glFogi(GL_FOG_MODE, state.mode);
-    glFogf(GL_FOG_DENSITY, state.density);
-    glFogf(GL_FOG_START, state.start);
-    glFogf(GL_FOG_END, state.end);
-    glFogi(GL_FOG_INDEX, state.index);
-    glFogfv(GL_FOG_COLOR, vector4_to_array(state.colour));
+inline void setFogState( const OpenGLFogState& state ){
+       glFogi( GL_FOG_MODE, state.mode );
+       glFogf( GL_FOG_DENSITY, state.density );
+       glFogf( GL_FOG_START, state.start );
+       glFogf( GL_FOG_END, state.end );
+       glFogi( GL_FOG_INDEX, state.index );
+       glFogfv( GL_FOG_COLOR, vector4_to_array( state.colour ) );
 }
 
 #define DEBUG_SHADERS 0
 
-class OpenGLShaderCache : public ShaderCache, public TexturesCacheObserver, public ModuleObserver {
-    class CreateOpenGLShader {
-        OpenGLShaderCache *m_cache;
-    public:
-        explicit CreateOpenGLShader(OpenGLShaderCache *cache = 0)
-                : m_cache(cache)
-        {
-        }
-
-        OpenGLShader *construct(const CopiedString &name)
-        {
-            OpenGLShader *shader = new OpenGLShader;
-            if (m_cache->realised()) {
-                shader->realise(name);
-            }
-            return shader;
-        }
-
-        void destroy(OpenGLShader *shader)
-        {
-            if (m_cache->realised()) {
-                shader->unrealise();
-            }
-            delete shader;
-        }
-    };
-
-    typedef HashedCache<CopiedString, OpenGLShader, HashString, std::equal_to<CopiedString>, CreateOpenGLShader> Shaders;
-    Shaders m_shaders;
-    std::size_t m_unrealised;
-
-    bool m_lightingEnabled;
-    bool m_lightingSupported;
-    bool m_useShaderLanguage;
-
+class OpenGLShaderCache : public ShaderCache, public TexturesCacheObserver, public ModuleObserver
+{
+class CreateOpenGLShader
+{
+OpenGLShaderCache* m_cache;
 public:
-    OpenGLShaderCache()
-            : m_shaders(CreateOpenGLShader(this)),
-              m_unrealised(
-                      3), // wait until shaders, gl-context and textures are realised before creating any render-states
-              m_lightingEnabled(true),
-              m_lightingSupported(false),
-              m_useShaderLanguage(false),
-              m_lightsChanged(true),
-              m_traverseRenderablesMutex(false)
-    {
-    }
-
-    ~OpenGLShaderCache()
-    {
-        for (Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i) {
-            globalOutputStream() << "leaked shader: " << makeQuoted((*i).key.c_str()) << "\n";
-        }
-    }
-
-    Shader *capture(const char *name)
-    {
-        ASSERT_MESSAGE(name[0] == '$'
-                       || *name == '['
-                       || *name == '<'
-                       || *name == '('
-                       || strchr(name, '\\') == 0, "shader name contains invalid characters: \"" << name << "\"");
+explicit CreateOpenGLShader( OpenGLShaderCache* cache = 0 )
+       : m_cache( cache ){
+}
+
+OpenGLShader* construct( const CopiedString& name ){
+       OpenGLShader* shader = new OpenGLShader;
+       if ( m_cache->realised() ) {
+               shader->realise( name );
+       }
+       return shader;
+}
+
+void destroy( OpenGLShader* shader ){
+       if ( m_cache->realised() ) {
+               shader->unrealise();
+       }
+       delete shader;
+}
+};
+
+typedef HashedCache<CopiedString, OpenGLShader, HashString, std::equal_to<CopiedString>, CreateOpenGLShader> Shaders;
+Shaders m_shaders;
+std::size_t m_unrealised;
+
+bool m_lightingEnabled;
+bool m_lightingSupported;
+bool m_useShaderLanguage;
+
+public:
+OpenGLShaderCache()
+       : m_shaders( CreateOpenGLShader( this ) ),
+       m_unrealised( 3 ), // wait until shaders, gl-context and textures are realised before creating any render-states
+       m_lightingEnabled( true ),
+       m_lightingSupported( false ),
+       m_useShaderLanguage( false ),
+       m_lightsChanged( true ),
+       m_traverseRenderablesMutex( false ){
+}
+
+~OpenGLShaderCache(){
+       for ( Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i )
+       {
+               globalOutputStream() << "leaked shader: " << makeQuoted( ( *i ).key.c_str() ) << "\n";
+       }
+}
+
+Shader* capture( const char* name ){
+       ASSERT_MESSAGE( name[0] == '$'
+                                       || *name == '['
+                                       || *name == '<'
+                                       || *name == '('
+                                       || strchr( name, '\\' ) == 0, "shader name contains invalid characters: \"" << name << "\"" );
 #if DEBUG_SHADERS
-        globalOutputStream() << "shaders capture: " << makeQuoted( name ) << '\n';
+       globalOutputStream() << "shaders capture: " << makeQuoted( name ) << '\n';
 #endif
-        return m_shaders.capture(name).get();
-    }
+       return m_shaders.capture( name ).get();
+}
 
-    void release(const char *name)
-    {
+void release( const char *name ){
 #if DEBUG_SHADERS
-        globalOutputStream() << "shaders release: " << makeQuoted( name ) << '\n';
-#endif
-        m_shaders.release(name);
-    }
-
-    void
-    render(RenderStateFlags globalstate, const Matrix4 &modelview, const Matrix4 &projection, const Vector3 &viewer)
-    {
-        glMatrixMode(GL_PROJECTION);
-        glLoadMatrixf(reinterpret_cast<const float *>( &projection ));
-#if 0
-        //qglGetFloatv(GL_PROJECTION_MATRIX, reinterpret_cast<float*>(&projection));
+       globalOutputStream() << "shaders release: " << makeQuoted( name ) << '\n';
 #endif
+       m_shaders.release( name );
+}
+void render( RenderStateFlags globalstate, const Matrix4& modelview, const Matrix4& projection, const Vector3& viewer ){
+       glMatrixMode( GL_PROJECTION );
+       glLoadMatrixf( reinterpret_cast<const float*>( &projection ) );
+  #if 0
+       //qglGetFloatv(GL_PROJECTION_MATRIX, reinterpret_cast<float*>(&projection));
+  #endif
 
-        glMatrixMode(GL_MODELVIEW);
-        glLoadMatrixf(reinterpret_cast<const float *>( &modelview ));
-#if 0
-        //qglGetFloatv(GL_MODELVIEW_MATRIX, reinterpret_cast<float*>(&modelview));
-#endif
+       glMatrixMode( GL_MODELVIEW );
+       glLoadMatrixf( reinterpret_cast<const float*>( &modelview ) );
+  #if 0
+       //qglGetFloatv(GL_MODELVIEW_MATRIX, reinterpret_cast<float*>(&modelview));
+  #endif
+
+       ASSERT_MESSAGE( realised(), "render states are not realised" );
+
+       // global settings that are not set in renderstates
+       glFrontFace( GL_CW );
+       glCullFace( GL_BACK );
+       glPolygonOffset( -1, 1 );
+       {
+               const GLubyte pattern[132] = {
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
+                       0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55
+               };
+               glPolygonStipple( pattern );
+       }
+       glEnableClientState( GL_VERTEX_ARRAY );
+       g_vertexArray_enabled = true;
+       glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
+
+       if ( GlobalOpenGL().GL_1_3() ) {
+               glActiveTexture( GL_TEXTURE0 );
+               glClientActiveTexture( GL_TEXTURE0 );
+       }
+
+       if ( GlobalOpenGL().ARB_shader_objects() ) {
+               glUseProgramObjectARB( 0 );
+               glDisableVertexAttribArrayARB( c_attr_TexCoord0 );
+               glDisableVertexAttribArrayARB( c_attr_Tangent );
+               glDisableVertexAttribArrayARB( c_attr_Binormal );
+       }
+
+       if ( globalstate & RENDER_TEXTURE ) {
+               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+       }
+
+       OpenGLState current;
+       OpenGLState_constructDefault( current );
+       current.m_sort = OpenGLState::eSortFirst;
+
+       // default renderstate settings
+       glLineStipple( current.m_linestipple_factor, current.m_linestipple_pattern );
+       glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+       glDisable( GL_LIGHTING );
+       glDisable( GL_TEXTURE_2D );
+       glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+       g_texcoordArray_enabled = false;
+       glDisableClientState( GL_COLOR_ARRAY );
+       g_colorArray_enabled = false;
+       glDisableClientState( GL_NORMAL_ARRAY );
+       g_normalArray_enabled = false;
+       glDisable( GL_BLEND );
+       glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+       glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+       glDisable( GL_CULL_FACE );
+       glShadeModel( GL_FLAT );
+       glDisable( GL_DEPTH_TEST );
+       glDepthMask( GL_FALSE );
+       glDisable( GL_ALPHA_TEST );
+       glDisable( GL_LINE_STIPPLE );
+       glDisable( GL_POLYGON_STIPPLE );
+       glDisable( GL_POLYGON_OFFSET_LINE );
+
+       glBindTexture( GL_TEXTURE_2D, 0 );
+       glColor4f( 1,1,1,1 );
+       glDepthFunc( GL_LESS );
+       glAlphaFunc( GL_ALWAYS, 0 );
+       glLineWidth( 1 );
+       glPointSize( 1 );
+
+       glHint( GL_FOG_HINT, GL_NICEST );
+       glDisable( GL_FOG );
+       setFogState( OpenGLFogState() );
+
+       GlobalOpenGL_debugAssertNoErrors();
+
+       debug_string( "begin rendering" );
+       for ( OpenGLStates::iterator i = g_state_sorted.begin(); i != g_state_sorted.end(); ++i )
+       {
+               ( *i ).second->render( current, globalstate, viewer );
+       }
+       debug_string( "end rendering" );
+}
 
-        ASSERT_MESSAGE(realised(), "render states are not realised");
-
-        // global settings that are not set in renderstates
-        glFrontFace(GL_CW);
-        glCullFace(GL_BACK);
-        glPolygonOffset(-1, 1);
-        {
-            const GLubyte pattern[132] = {
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
-                    0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55
-            };
-            glPolygonStipple(pattern);
-        }
-        glEnableClientState(GL_VERTEX_ARRAY);
-        g_vertexArray_enabled = true;
-        glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
-
-        if (GlobalOpenGL().GL_1_3()) {
-            glActiveTexture(GL_TEXTURE0);
-            glClientActiveTexture(GL_TEXTURE0);
-        }
-
-        if (GlobalOpenGL().ARB_shader_objects()) {
-            glUseProgramObjectARB(0);
-            glDisableVertexAttribArrayARB(c_attr_TexCoord0);
-            glDisableVertexAttribArrayARB(c_attr_Tangent);
-            glDisableVertexAttribArrayARB(c_attr_Binormal);
-        }
-
-        if (globalstate & RENDER_TEXTURE) {
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-        }
-
-        OpenGLState current;
-        OpenGLState_constructDefault(current);
-        current.m_sort = OpenGLState::eSortFirst;
-
-        // default renderstate settings
-        glLineStipple(current.m_linestipple_factor, current.m_linestipple_pattern);
-        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-        glDisable(GL_LIGHTING);
-        glDisable(GL_TEXTURE_2D);
-        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-        g_texcoordArray_enabled = false;
-        glDisableClientState(GL_COLOR_ARRAY);
-        g_colorArray_enabled = false;
-        glDisableClientState(GL_NORMAL_ARRAY);
-        g_normalArray_enabled = false;
-        glDisable(GL_BLEND);
-        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-        glDisable(GL_CULL_FACE);
-        glShadeModel(GL_FLAT);
-        glDisable(GL_DEPTH_TEST);
-        glDepthMask(GL_FALSE);
-        glDisable(GL_ALPHA_TEST);
-        glDisable(GL_LINE_STIPPLE);
-        glDisable(GL_POLYGON_STIPPLE);
-        glDisable(GL_POLYGON_OFFSET_LINE);
-
-        glBindTexture(GL_TEXTURE_2D, 0);
-        glColor4f(1, 1, 1, 1);
-        glDepthFunc(GL_LESS);
-        glAlphaFunc(GL_ALWAYS, 0);
-        glLineWidth(1);
-        glPointSize(1);
-
-        glHint(GL_FOG_HINT, GL_NICEST);
-        glDisable(GL_FOG);
-        setFogState(OpenGLFogState());
-
-        GlobalOpenGL_debugAssertNoErrors();
-
-        debug_string("begin rendering");
-        for (OpenGLStates::iterator i = g_state_sorted.begin(); i != g_state_sorted.end(); ++i) {
-            (*i).second->render(current, globalstate, viewer);
-        }
-        debug_string("end rendering");
-    }
-
-    void realise()
-    {
-        if (--m_unrealised == 0) {
-            if (lightingSupported() && lightingEnabled()) {
-                if (useShaderLanguage()) {
-                    g_bumpGLSL.create();
-                    g_depthFillGLSL.create();
-                } else {
-                    g_bumpARB.create();
-                    g_depthFillARB.create();
-                }
-            }
-
-            for (Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i) {
-                if (!(*i).value.empty()) {
-                    (*i).value->realise(i->key);
-                }
-            }
-        }
-    }
-
-    void unrealise()
-    {
-        if (++m_unrealised == 1) {
-            for (Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i) {
-                if (!(*i).value.empty()) {
-                    (*i).value->unrealise();
-                }
-            }
-            if (GlobalOpenGL().contextValid && lightingSupported() && lightingEnabled()) {
-                if (useShaderLanguage()) {
-                    g_bumpGLSL.destroy();
-                    g_depthFillGLSL.destroy();
-                } else {
-                    g_bumpARB.destroy();
-                    g_depthFillARB.destroy();
-                }
-            }
-        }
-    }
-
-    bool realised()
-    {
-        return m_unrealised == 0;
-    }
-
-
-    bool lightingEnabled() const
-    {
-        return m_lightingEnabled;
-    }
-
-    bool lightingSupported() const
-    {
-        return m_lightingSupported;
-    }
-
-    bool useShaderLanguage() const
-    {
-        return m_useShaderLanguage;
-    }
-
-    void setLighting(bool supported, bool enabled)
-    {
-        bool refresh = (m_lightingSupported && m_lightingEnabled) != (supported && enabled);
-
-        if (refresh) {
-            unrealise();
-            GlobalShaderSystem().setLightingEnabled(supported && enabled);
-        }
-
-        m_lightingSupported = supported;
-        m_lightingEnabled = enabled;
-
-        if (refresh) {
-            realise();
-        }
-    }
-
-    void extensionsInitialised()
-    {
-        setLighting(GlobalOpenGL().GL_1_3()
-                    && GlobalOpenGL().ARB_vertex_program()
-                    && GlobalOpenGL().ARB_fragment_program()
-                    && GlobalOpenGL().ARB_shader_objects()
-                    && GlobalOpenGL().ARB_vertex_shader()
-                    && GlobalOpenGL().ARB_fragment_shader()
-                    && GlobalOpenGL().ARB_shading_language_100(),
-                    m_lightingEnabled
-        );
-
-        if (!lightingSupported()) {
-            globalOutputStream() << "Lighting mode requires OpenGL features not supported by your graphics drivers:\n";
-            if (!GlobalOpenGL().GL_1_3()) {
-                globalOutputStream() << "  GL version 1.3 or better\n";
-            }
-            if (!GlobalOpenGL().ARB_vertex_program()) {
-                globalOutputStream() << "  GL_ARB_vertex_program\n";
-            }
-            if (!GlobalOpenGL().ARB_fragment_program()) {
-                globalOutputStream() << "  GL_ARB_fragment_program\n";
-            }
-            if (!GlobalOpenGL().ARB_shader_objects()) {
-                globalOutputStream() << "  GL_ARB_shader_objects\n";
-            }
-            if (!GlobalOpenGL().ARB_vertex_shader()) {
-                globalOutputStream() << "  GL_ARB_vertex_shader\n";
-            }
-            if (!GlobalOpenGL().ARB_fragment_shader()) {
-                globalOutputStream() << "  GL_ARB_fragment_shader\n";
-            }
-            if (!GlobalOpenGL().ARB_shading_language_100()) {
-                globalOutputStream() << "  GL_ARB_shading_language_100\n";
-            }
-        }
-    }
-
-    void setLightingEnabled(bool enabled)
-    {
-        setLighting(m_lightingSupported, enabled);
-    }
+void realise(){
+       if ( --m_unrealised == 0 ) {
+               if ( lightingSupported() && lightingEnabled() ) {
+                       if ( useShaderLanguage() ) {
+                               g_bumpGLSL.create();
+                               g_depthFillGLSL.create();
+                       }
+                       else
+                       {
+                               g_bumpARB.create();
+                               g_depthFillARB.create();
+                       }
+               }
+
+               for ( Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i )
+               {
+                       if ( !( *i ).value.empty() ) {
+                               ( *i ).value->realise( i->key );
+                       }
+               }
+       }
+}
+
+void unrealise(){
+       if ( ++m_unrealised == 1 ) {
+               for ( Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i )
+               {
+                       if ( !( *i ).value.empty() ) {
+                               ( *i ).value->unrealise();
+                       }
+               }
+               if ( GlobalOpenGL().contextValid && lightingSupported() && lightingEnabled() ) {
+                       if ( useShaderLanguage() ) {
+                               g_bumpGLSL.destroy();
+                               g_depthFillGLSL.destroy();
+                       }
+                       else
+                       {
+                               g_bumpARB.destroy();
+                               g_depthFillARB.destroy();
+                       }
+               }
+       }
+}
+
+bool realised(){
+       return m_unrealised == 0;
+}
+
+
+bool lightingEnabled() const {
+       return m_lightingEnabled;
+}
+
+bool lightingSupported() const {
+       return m_lightingSupported;
+}
+
+bool useShaderLanguage() const {
+       return m_useShaderLanguage;
+}
+
+void setLighting( bool supported, bool enabled ){
+       bool refresh = ( m_lightingSupported && m_lightingEnabled ) != ( supported && enabled );
+
+       if ( refresh ) {
+               unrealise();
+               GlobalShaderSystem().setLightingEnabled( supported && enabled );
+       }
+
+       m_lightingSupported = supported;
+       m_lightingEnabled = enabled;
+
+       if ( refresh ) {
+               realise();
+       }
+}
+
+void extensionsInitialised(){
+       setLighting( GlobalOpenGL().GL_1_3()
+                                && GlobalOpenGL().ARB_vertex_program()
+                                && GlobalOpenGL().ARB_fragment_program()
+                                && GlobalOpenGL().ARB_shader_objects()
+                                && GlobalOpenGL().ARB_vertex_shader()
+                                && GlobalOpenGL().ARB_fragment_shader()
+                                && GlobalOpenGL().ARB_shading_language_100(),
+                                m_lightingEnabled
+                                );
+
+       if ( !lightingSupported() ) {
+               globalOutputStream() << "Lighting mode requires OpenGL features not supported by your graphics drivers:\n";
+               if ( !GlobalOpenGL().GL_1_3() ) {
+                       globalOutputStream() << "  GL version 1.3 or better\n";
+               }
+               if ( !GlobalOpenGL().ARB_vertex_program() ) {
+                       globalOutputStream() << "  GL_ARB_vertex_program\n";
+               }
+               if ( !GlobalOpenGL().ARB_fragment_program() ) {
+                       globalOutputStream() << "  GL_ARB_fragment_program\n";
+               }
+               if ( !GlobalOpenGL().ARB_shader_objects() ) {
+                       globalOutputStream() << "  GL_ARB_shader_objects\n";
+               }
+               if ( !GlobalOpenGL().ARB_vertex_shader() ) {
+                       globalOutputStream() << "  GL_ARB_vertex_shader\n";
+               }
+               if ( !GlobalOpenGL().ARB_fragment_shader() ) {
+                       globalOutputStream() << "  GL_ARB_fragment_shader\n";
+               }
+               if ( !GlobalOpenGL().ARB_shading_language_100() ) {
+                       globalOutputStream() << "  GL_ARB_shading_language_100\n";
+               }
+       }
+}
+
+void setLightingEnabled( bool enabled ){
+       setLighting( m_lightingSupported, enabled );
+}
 
 // light culling
 
-    RendererLights m_lights;
-    bool m_lightsChanged;
-    typedef std::map<LightCullable *, LinearLightList> LightLists;
-    LightLists m_lightLists;
-
-    const LightList &attach(LightCullable &cullable)
-    {
-        return (*m_lightLists.insert(LightLists::value_type(&cullable, LinearLightList(cullable, m_lights,
-                                                                                       EvaluateChangedCaller(
-                                                                                               *this)))).first).second;
-    }
-
-    void detach(LightCullable &cullable)
-    {
-        m_lightLists.erase(&cullable);
-    }
-
-    void changed(LightCullable &cullable)
-    {
-        LightLists::iterator i = m_lightLists.find(&cullable);
-        ASSERT_MESSAGE(i != m_lightLists.end(), "cullable not attached");
-        (*i).second.lightsChanged();
-    }
-
-    void attach(RendererLight &light)
-    {
-        ASSERT_MESSAGE(m_lights.find(&light) == m_lights.end(), "light could not be attached");
-        m_lights.insert(&light);
-        changed(light);
-    }
-
-    void detach(RendererLight &light)
-    {
-        ASSERT_MESSAGE(m_lights.find(&light) != m_lights.end(), "light could not be detached");
-        m_lights.erase(&light);
-        changed(light);
-    }
-
-    void changed(RendererLight &light)
-    {
-        m_lightsChanged = true;
-    }
-
-    void evaluateChanged()
-    {
-        if (m_lightsChanged) {
-            m_lightsChanged = false;
-            for (LightLists::iterator i = m_lightLists.begin(); i != m_lightLists.end(); ++i) {
-                (*i).second.lightsChanged();
-            }
-        }
-    }
-
-    typedef MemberCaller<OpenGLShaderCache, void(), &OpenGLShaderCache::evaluateChanged> EvaluateChangedCaller;
-
-    typedef std::set<const Renderable *> Renderables;
-    Renderables m_renderables;
-    mutable bool m_traverseRenderablesMutex;
+RendererLights m_lights;
+bool m_lightsChanged;
+typedef std::map<LightCullable*, LinearLightList> LightLists;
+LightLists m_lightLists;
+
+const LightList& attach( LightCullable& cullable ){
+       return ( *m_lightLists.insert( LightLists::value_type( &cullable, LinearLightList( cullable, m_lights, EvaluateChangedCaller( *this ) ) ) ).first ).second;
+}
+
+void detach( LightCullable& cullable ){
+       m_lightLists.erase( &cullable );
+}
+
+void changed( LightCullable& cullable ){
+       LightLists::iterator i = m_lightLists.find( &cullable );
+       ASSERT_MESSAGE( i != m_lightLists.end(), "cullable not attached" );
+       ( *i ).second.lightsChanged();
+}
+
+void attach( RendererLight& light ){
+       ASSERT_MESSAGE( m_lights.find( &light ) == m_lights.end(), "light could not be attached" );
+       m_lights.insert( &light );
+       changed( light );
+}
+
+void detach( RendererLight& light ){
+       ASSERT_MESSAGE( m_lights.find( &light ) != m_lights.end(), "light could not be detached" );
+       m_lights.erase( &light );
+       changed( light );
+}
+
+void changed( RendererLight& light ){
+       m_lightsChanged = true;
+}
+
+void evaluateChanged(){
+       if ( m_lightsChanged ) {
+               m_lightsChanged = false;
+               for ( LightLists::iterator i = m_lightLists.begin(); i != m_lightLists.end(); ++i )
+               {
+                       ( *i ).second.lightsChanged();
+               }
+       }
+}
+
+typedef MemberCaller<OpenGLShaderCache, void(), &OpenGLShaderCache::evaluateChanged> EvaluateChangedCaller;
+
+typedef std::set<const Renderable*> Renderables;
+Renderables m_renderables;
+mutable bool m_traverseRenderablesMutex;
 
 // renderables
-    void attachRenderable(const Renderable &renderable)
-    {
-        ASSERT_MESSAGE(!m_traverseRenderablesMutex, "attaching renderable during traversal");
-        ASSERT_MESSAGE(m_renderables.find(&renderable) == m_renderables.end(), "renderable could not be attached");
-        m_renderables.insert(&renderable);
-    }
-
-    void detachRenderable(const Renderable &renderable)
-    {
-        ASSERT_MESSAGE(!m_traverseRenderablesMutex, "detaching renderable during traversal");
-        ASSERT_MESSAGE(m_renderables.find(&renderable) != m_renderables.end(), "renderable could not be detached");
-        m_renderables.erase(&renderable);
-    }
-
-    void forEachRenderable(const RenderableCallback &callback) const
-    {
-        ASSERT_MESSAGE(!m_traverseRenderablesMutex, "for-each during traversal");
-        m_traverseRenderablesMutex = true;
-        for (Renderables::const_iterator i = m_renderables.begin(); i != m_renderables.end(); ++i) {
-            callback(*(*i));
-        }
-        m_traverseRenderablesMutex = false;
-    }
+void attachRenderable( const Renderable& renderable ){
+       ASSERT_MESSAGE( !m_traverseRenderablesMutex, "attaching renderable during traversal" );
+       ASSERT_MESSAGE( m_renderables.find( &renderable ) == m_renderables.end(), "renderable could not be attached" );
+       m_renderables.insert( &renderable );
+}
+
+void detachRenderable( const Renderable& renderable ){
+       ASSERT_MESSAGE( !m_traverseRenderablesMutex, "detaching renderable during traversal" );
+       ASSERT_MESSAGE( m_renderables.find( &renderable ) != m_renderables.end(), "renderable could not be detached" );
+       m_renderables.erase( &renderable );
+}
+
+void forEachRenderable( const RenderableCallback& callback ) const {
+       ASSERT_MESSAGE( !m_traverseRenderablesMutex, "for-each during traversal" );
+       m_traverseRenderablesMutex = true;
+       for ( Renderables::const_iterator i = m_renderables.begin(); i != m_renderables.end(); ++i )
+       {
+               callback( *( *i ) );
+       }
+       m_traverseRenderablesMutex = false;
+}
 };
 
-static OpenGLShaderCache *g_ShaderCache;
+static OpenGLShaderCacheg_ShaderCache;
 
-void ShaderCache_extensionsInitialised()
-{
-    g_ShaderCache->extensionsInitialised();
+void ShaderCache_extensionsInitialised(){
+       g_ShaderCache->extensionsInitialised();
 }
 
-void ShaderCache_setBumpEnabled(bool enabled)
-{
-    g_ShaderCache->setLightingEnabled(enabled);
+void ShaderCache_setBumpEnabled( bool enabled ){
+       g_ShaderCache->setLightingEnabled( enabled );
 }
 
 
 Vector3 g_DebugShaderColours[256];
-Shader *g_defaultPointLight = 0;
+Shaderg_defaultPointLight = 0;
 
-void ShaderCache_Construct()
-{
-    g_ShaderCache = new OpenGLShaderCache;
-    GlobalTexturesCache().attach(*g_ShaderCache);
-    GlobalShaderSystem().attach(*g_ShaderCache);
+void ShaderCache_Construct(){
+       g_ShaderCache = new OpenGLShaderCache;
+       GlobalTexturesCache().attach( *g_ShaderCache );
+       GlobalShaderSystem().attach( *g_ShaderCache );
 
-    if (g_pGameDescription->mGameType == "doom3") {
-        g_defaultPointLight = g_ShaderCache->capture("lights/defaultPointLight");
-        //Shader* overbright =
-        g_ShaderCache->capture("$OVERBRIGHT");
+       if ( g_pGameDescription->mGameType == "doom3" ) {
+               g_defaultPointLight = g_ShaderCache->capture( "lights/defaultPointLight" );
+               //Shader* overbright =
+               g_ShaderCache->capture( "$OVERBRIGHT" );
 
 #if LIGHT_SHADER_DEBUG
-                                                                                                                                for ( std::size_t i = 0; i < 256; ++i )
+               for ( std::size_t i = 0; i < 256; ++i )
                {
                        g_DebugShaderColours[i] = Vector3( i / 256.0, i / 256.0, i / 256.0 );
                }
@@ -1664,18 +1586,17 @@ void ShaderCache_Construct()
                        buffer.clear();
                }
 #endif
-    }
+       }
 }
 
-void ShaderCache_Destroy()
-{
-    if (g_pGameDescription->mGameType == "doom3") {
-        g_ShaderCache->release("lights/defaultPointLight");
-        g_ShaderCache->release("$OVERBRIGHT");
-        g_defaultPointLight = 0;
+void ShaderCache_Destroy(){
+       if ( g_pGameDescription->mGameType == "doom3" ) {
+               g_ShaderCache->release( "lights/defaultPointLight" );
+               g_ShaderCache->release( "$OVERBRIGHT" );
+               g_defaultPointLight = 0;
 
 #if LIGHT_SHADER_DEBUG
-                                                                                                                                g_lightDebugShaders.clear();
+               g_lightDebugShaders.clear();
                StringOutputStream buffer( 256 );
                for ( std::size_t i = 0; i < 256; ++i )
                {
@@ -1683,890 +1604,890 @@ void ShaderCache_Destroy()
                        g_ShaderCache->release( buffer.c_str() );
                }
 #endif
-    }
+       }
 
-    GlobalShaderSystem().detach(*g_ShaderCache);
-    GlobalTexturesCache().detach(*g_ShaderCache);
-    delete g_ShaderCache;
+       GlobalShaderSystem().detach( *g_ShaderCache );
+       GlobalTexturesCache().detach( *g_ShaderCache );
+       delete g_ShaderCache;
 }
 
-ShaderCache *GetShaderCache()
-{
-    return g_ShaderCache;
+ShaderCache* GetShaderCache(){
+       return g_ShaderCache;
 }
 
-inline void setTextureState(GLint &current, const GLint &texture, GLenum textureUnit)
-{
-    if (texture != current) {
-        glActiveTexture(textureUnit);
-        glClientActiveTexture(textureUnit);
-        glBindTexture(GL_TEXTURE_2D, texture);
-        GlobalOpenGL_debugAssertNoErrors();
-        current = texture;
-    }
+inline void setTextureState( GLint& current, const GLint& texture, GLenum textureUnit ){
+       if ( texture != current ) {
+               glActiveTexture( textureUnit );
+               glClientActiveTexture( textureUnit );
+               glBindTexture( GL_TEXTURE_2D, texture );
+               GlobalOpenGL_debugAssertNoErrors();
+               current = texture;
+       }
 }
 
-inline void setTextureState(GLint &current, const GLint &texture)
-{
-    if (texture != current) {
-        glBindTexture(GL_TEXTURE_2D, texture);
-        GlobalOpenGL_debugAssertNoErrors();
-        current = texture;
-    }
+inline void setTextureState( GLint& current, const GLint& texture ){
+       if ( texture != current ) {
+               glBindTexture( GL_TEXTURE_2D, texture );
+               GlobalOpenGL_debugAssertNoErrors();
+               current = texture;
+       }
 }
 
-inline void setState(unsigned int state, unsigned int delta, unsigned int flag, GLenum glflag)
-{
-    if (delta & state & flag) {
-        glEnable(glflag);
-        GlobalOpenGL_debugAssertNoErrors();
-    } else if (delta & ~state & flag) {
-        glDisable(glflag);
-        GlobalOpenGL_debugAssertNoErrors();
-    }
+inline void setState( unsigned int state, unsigned int delta, unsigned int flag, GLenum glflag ){
+       if ( delta & state & flag ) {
+               glEnable( glflag );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+       else if ( delta & ~state & flag ) {
+               glDisable( glflag );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
 }
 
-void OpenGLState_apply(const OpenGLState &self, OpenGLState &current, unsigned int globalstate)
-{
-    debug_int("sort", int(self.m_sort));
-    debug_int("texture", self.m_texture);
-    debug_int("state", self.m_state);
-    debug_int("address", int(std::size_t(&self)));
-
-    count_state();
-
-    if (self.m_state & RENDER_OVERRIDE) {
-        globalstate |= RENDER_FILL | RENDER_DEPTHWRITE;
-    }
-
-    const unsigned int state = self.m_state & globalstate;
-    const unsigned int delta = state ^current.m_state;
-
-    GlobalOpenGL_debugAssertNoErrors();
-
-    GLProgram *program = (state & RENDER_PROGRAM) != 0 ? self.m_program : 0;
-
-    if (program != current.m_program) {
-        if (current.m_program != 0) {
-            current.m_program->disable();
-            glColor4fv(vector4_to_array(current.m_colour));
-            debug_colour("cleaning program");
-        }
-
-        current.m_program = program;
-
-        if (current.m_program != 0) {
-            current.m_program->enable();
-        }
-    }
-
-    if (delta & state & RENDER_FILL) {
-        //qglPolygonMode (GL_BACK, GL_LINE);
-        //qglPolygonMode (GL_FRONT, GL_FILL);
-        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-        GlobalOpenGL_debugAssertNoErrors();
-    } else if (delta & ~state & RENDER_FILL) {
-        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    setState(state, delta, RENDER_OFFSETLINE, GL_POLYGON_OFFSET_LINE);
-
-    if (delta & state & RENDER_LIGHTING) {
-        glEnable(GL_LIGHTING);
-        glEnable(GL_COLOR_MATERIAL);
-        glEnable(GL_RESCALE_NORMAL);
-        glEnableClientState(GL_NORMAL_ARRAY);
-        GlobalOpenGL_debugAssertNoErrors();
-        g_normalArray_enabled = true;
-    } else if (delta & ~state & RENDER_LIGHTING) {
-        glDisable(GL_LIGHTING);
-        glDisable(GL_COLOR_MATERIAL);
-        glDisable(GL_RESCALE_NORMAL);
-        glDisableClientState(GL_NORMAL_ARRAY);
-        GlobalOpenGL_debugAssertNoErrors();
-        g_normalArray_enabled = false;
-    }
-
-    if (delta & state & RENDER_TEXTURE) {
-        GlobalOpenGL_debugAssertNoErrors();
-
-        if (GlobalOpenGL().GL_1_3()) {
-            glActiveTexture(GL_TEXTURE0);
-            glClientActiveTexture(GL_TEXTURE0);
-        }
-
-        glEnable(GL_TEXTURE_2D);
-
-        glColor4f(1, 1, 1, self.m_colour[3]);
-        debug_colour("setting texture");
-
-        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-        GlobalOpenGL_debugAssertNoErrors();
-        g_texcoordArray_enabled = true;
-    } else if (delta & ~state & RENDER_TEXTURE) {
-        if (GlobalOpenGL().GL_1_3()) {
-            glActiveTexture(GL_TEXTURE0);
-            glClientActiveTexture(GL_TEXTURE0);
-        }
-
-        glDisable(GL_TEXTURE_2D);
-        glBindTexture(GL_TEXTURE_2D, 0);
-        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
-        GlobalOpenGL_debugAssertNoErrors();
-        g_texcoordArray_enabled = false;
-    }
-
-    if (delta & state & RENDER_BLEND) {
+void OpenGLState_apply( const OpenGLState& self, OpenGLState& current, unsigned int globalstate ){
+       debug_int( "sort", int(self.m_sort) );
+       debug_int( "texture", self.m_texture );
+       debug_int( "state", self.m_state );
+       debug_int( "address", int(std::size_t( &self ) ) );
+
+       count_state();
+
+       if ( self.m_state & RENDER_OVERRIDE ) {
+               globalstate |= RENDER_FILL | RENDER_DEPTHWRITE;
+       }
+
+       const unsigned int state = self.m_state & globalstate;
+       const unsigned int delta = state ^ current.m_state;
+
+       GlobalOpenGL_debugAssertNoErrors();
+
+       GLProgram* program = ( state & RENDER_PROGRAM ) != 0 ? self.m_program : 0;
+
+       if ( program != current.m_program ) {
+               if ( current.m_program != 0 ) {
+                       current.m_program->disable();
+                       glColor4fv( vector4_to_array( current.m_colour ) );
+                       debug_colour( "cleaning program" );
+               }
+
+               current.m_program = program;
+
+               if ( current.m_program != 0 ) {
+                       current.m_program->enable();
+               }
+       }
+
+       if ( delta & state & RENDER_FILL ) {
+               //qglPolygonMode (GL_BACK, GL_LINE);
+               //qglPolygonMode (GL_FRONT, GL_FILL);
+               glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+       else if ( delta & ~state & RENDER_FILL ) {
+               glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+
+       setState( state, delta, RENDER_OFFSETLINE, GL_POLYGON_OFFSET_LINE );
+
+       if ( delta & state & RENDER_LIGHTING ) {
+               glEnable( GL_LIGHTING );
+               glEnable( GL_COLOR_MATERIAL );
+               glEnable( GL_RESCALE_NORMAL );
+               glEnableClientState( GL_NORMAL_ARRAY );
+               GlobalOpenGL_debugAssertNoErrors();
+               g_normalArray_enabled = true;
+       }
+       else if ( delta & ~state & RENDER_LIGHTING ) {
+               glDisable( GL_LIGHTING );
+               glDisable( GL_COLOR_MATERIAL );
+               glDisable( GL_RESCALE_NORMAL );
+               glDisableClientState( GL_NORMAL_ARRAY );
+               GlobalOpenGL_debugAssertNoErrors();
+               g_normalArray_enabled = false;
+       }
+
+       if ( delta & state & RENDER_TEXTURE ) {
+               GlobalOpenGL_debugAssertNoErrors();
+
+               if ( GlobalOpenGL().GL_1_3() ) {
+                       glActiveTexture( GL_TEXTURE0 );
+                       glClientActiveTexture( GL_TEXTURE0 );
+               }
+
+               glEnable( GL_TEXTURE_2D );
+
+               glColor4f( 1,1,1,self.m_colour[3] );
+               debug_colour( "setting texture" );
+
+               glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+               GlobalOpenGL_debugAssertNoErrors();
+               g_texcoordArray_enabled = true;
+       }
+       else if ( delta & ~state & RENDER_TEXTURE ) {
+               if ( GlobalOpenGL().GL_1_3() ) {
+                       glActiveTexture( GL_TEXTURE0 );
+                       glClientActiveTexture( GL_TEXTURE0 );
+               }
+
+               glDisable( GL_TEXTURE_2D );
+               glBindTexture( GL_TEXTURE_2D, 0 );
+               glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+
+               GlobalOpenGL_debugAssertNoErrors();
+               g_texcoordArray_enabled = false;
+       }
+
+       if ( delta & state & RENDER_BLEND ) {
 // 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 glTexEnviv (GL_TEXTURE_ENV, to work .. patches are welcome
 
-        glEnable(GL_BLEND);
-        if (GlobalOpenGL().GL_1_3()) {
-            glActiveTexture(GL_TEXTURE0);
-        }
-        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
-        GlobalOpenGL_debugAssertNoErrors();
-    } else if (delta & ~state & RENDER_BLEND) {
-        glDisable(GL_BLEND);
-        if (GlobalOpenGL().GL_1_3()) {
-            glActiveTexture(GL_TEXTURE0);
-        }
-        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    setState(state, delta, RENDER_CULLFACE, GL_CULL_FACE);
-
-    if (delta & state & RENDER_SMOOTH) {
-        glShadeModel(GL_SMOOTH);
-        GlobalOpenGL_debugAssertNoErrors();
-    } else if (delta & ~state & RENDER_SMOOTH) {
-        glShadeModel(GL_FLAT);
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    setState(state, delta, RENDER_SCALED, GL_NORMALIZE); // not GL_RESCALE_NORMAL
-
-    setState(state, delta, RENDER_DEPTHTEST, GL_DEPTH_TEST);
-
-    if (delta & state & RENDER_DEPTHWRITE) {
-        glDepthMask(GL_TRUE);
+               glEnable( GL_BLEND );
+               if ( GlobalOpenGL().GL_1_3() ) {
+                       glActiveTexture( GL_TEXTURE0 );
+               }
+               glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+       else if ( delta & ~state & RENDER_BLEND ) {
+               glDisable( GL_BLEND );
+               if ( GlobalOpenGL().GL_1_3() ) {
+                       glActiveTexture( GL_TEXTURE0 );
+               }
+               glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+
+       setState( state, delta, RENDER_CULLFACE, GL_CULL_FACE );
+
+       if ( delta & state & RENDER_SMOOTH ) {
+               glShadeModel( GL_SMOOTH );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+       else if ( delta & ~state & RENDER_SMOOTH ) {
+               glShadeModel( GL_FLAT );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+
+       setState( state, delta, RENDER_SCALED, GL_NORMALIZE ); // not GL_RESCALE_NORMAL
+
+       setState( state, delta, RENDER_DEPTHTEST, GL_DEPTH_TEST );
+
+       if ( delta & state & RENDER_DEPTHWRITE ) {
+               glDepthMask( GL_TRUE );
 
 #if DEBUG_RENDER
-                                                                                                                                GLboolean depthEnabled;
+               GLboolean depthEnabled;
                glGetBooleanv( GL_DEPTH_WRITEMASK, &depthEnabled );
                ASSERT_MESSAGE( depthEnabled, "failed to set depth buffer mask bit" );
 #endif
-        debug_string("enabled depth-buffer writing");
+               debug_string( "enabled depth-buffer writing" );
 
-        GlobalOpenGL_debugAssertNoErrors();
-    } else if (delta & ~state & RENDER_DEPTHWRITE) {
-        glDepthMask(GL_FALSE);
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+       else if ( delta & ~state & RENDER_DEPTHWRITE ) {
+               glDepthMask( GL_FALSE );
 
 #if DEBUG_RENDER
-                                                                                                                                GLboolean depthEnabled;
+               GLboolean depthEnabled;
                glGetBooleanv( GL_DEPTH_WRITEMASK, &depthEnabled );
                ASSERT_MESSAGE( !depthEnabled, "failed to set depth buffer mask bit" );
 #endif
-        debug_string("disabled depth-buffer writing");
-
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    if (delta & state & RENDER_COLOURWRITE) {
-        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-        GlobalOpenGL_debugAssertNoErrors();
-    } else if (delta & ~state & RENDER_COLOURWRITE) {
-        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    setState(state, delta, RENDER_ALPHATEST, GL_ALPHA_TEST);
-
-    if (delta & state & RENDER_COLOURARRAY) {
-        glEnableClientState(GL_COLOR_ARRAY);
-        GlobalOpenGL_debugAssertNoErrors();
-        debug_colour("enabling color_array");
-        g_colorArray_enabled = true;
-    } else if (delta & ~state & RENDER_COLOURARRAY) {
-        glDisableClientState(GL_COLOR_ARRAY);
-        glColor4fv(vector4_to_array(self.m_colour));
-        debug_colour("cleaning color_array");
-        GlobalOpenGL_debugAssertNoErrors();
-        g_colorArray_enabled = false;
-    }
-
-    if (delta & ~state & RENDER_COLOURCHANGE) {
-        glColor4fv(vector4_to_array(self.m_colour));
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    setState(state, delta, RENDER_LINESTIPPLE, GL_LINE_STIPPLE);
-    setState(state, delta, RENDER_LINESMOOTH, GL_LINE_SMOOTH);
-
-    setState(state, delta, RENDER_POLYGONSTIPPLE, GL_POLYGON_STIPPLE);
-    setState(state, delta, RENDER_POLYGONSMOOTH, GL_POLYGON_SMOOTH);
-
-    setState(state, delta, RENDER_FOG, GL_FOG);
-
-    if ((state & RENDER_FOG) != 0) {
-        setFogState(self.m_fog);
-        GlobalOpenGL_debugAssertNoErrors();
-        current.m_fog = self.m_fog;
-    }
-
-    if (state & RENDER_DEPTHTEST && self.m_depthfunc != current.m_depthfunc) {
-        glDepthFunc(self.m_depthfunc);
-        GlobalOpenGL_debugAssertNoErrors();
-        current.m_depthfunc = self.m_depthfunc;
-    }
-
-    if (state & RENDER_LINESTIPPLE
-        && (self.m_linestipple_factor != current.m_linestipple_factor
-            || self.m_linestipple_pattern != current.m_linestipple_pattern)) {
-        glLineStipple(self.m_linestipple_factor, self.m_linestipple_pattern);
-        GlobalOpenGL_debugAssertNoErrors();
-        current.m_linestipple_factor = self.m_linestipple_factor;
-        current.m_linestipple_pattern = self.m_linestipple_pattern;
-    }
-
-
-    if (state & RENDER_ALPHATEST
-        && (self.m_alphafunc != current.m_alphafunc
-            || self.m_alpharef != current.m_alpharef)) {
-        glAlphaFunc(self.m_alphafunc, self.m_alpharef);
-        GlobalOpenGL_debugAssertNoErrors();
-        current.m_alphafunc = self.m_alphafunc;
-        current.m_alpharef = self.m_alpharef;
-    }
-
-    {
-        GLint texture0 = 0;
-        GLint texture1 = 0;
-        GLint texture2 = 0;
-        GLint texture3 = 0;
-        GLint texture4 = 0;
-        GLint texture5 = 0;
-        GLint texture6 = 0;
-        GLint texture7 = 0;
-        //if(state & RENDER_TEXTURE) != 0)
-        {
-            texture0 = self.m_texture;
-            texture1 = self.m_texture1;
-            texture2 = self.m_texture2;
-            texture3 = self.m_texture3;
-            texture4 = self.m_texture4;
-            texture5 = self.m_texture5;
-            texture6 = self.m_texture6;
-            texture7 = self.m_texture7;
-        }
-
-        if (GlobalOpenGL().GL_1_3()) {
-            setTextureState(current.m_texture, texture0, GL_TEXTURE0);
-            setTextureState(current.m_texture1, texture1, GL_TEXTURE1);
-            setTextureState(current.m_texture2, texture2, GL_TEXTURE2);
-            setTextureState(current.m_texture3, texture3, GL_TEXTURE3);
-            setTextureState(current.m_texture4, texture4, GL_TEXTURE4);
-            setTextureState(current.m_texture5, texture5, GL_TEXTURE5);
-            setTextureState(current.m_texture6, texture6, GL_TEXTURE6);
-            setTextureState(current.m_texture7, texture7, GL_TEXTURE7);
-        } else {
-            setTextureState(current.m_texture, texture0);
-        }
-    }
-
-
-    if (state & RENDER_TEXTURE && self.m_colour[3] != current.m_colour[3]) {
-        debug_colour("setting alpha");
-        glColor4f(1, 1, 1, self.m_colour[3]);
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-
-    if (!(state & RENDER_TEXTURE)
-        && (self.m_colour[0] != current.m_colour[0]
-            || self.m_colour[1] != current.m_colour[1]
-            || self.m_colour[2] != current.m_colour[2]
-            || self.m_colour[3] != current.m_colour[3])) {
-        glColor4fv(vector4_to_array(self.m_colour));
-        debug_colour("setting non-texture");
-        GlobalOpenGL_debugAssertNoErrors();
-    }
-    current.m_colour = self.m_colour;
-
-    if (state & RENDER_BLEND
-        && (self.m_blend_src != current.m_blend_src || self.m_blend_dst != current.m_blend_dst)) {
-        glBlendFunc(self.m_blend_src, self.m_blend_dst);
-        GlobalOpenGL_debugAssertNoErrors();
-        current.m_blend_src = self.m_blend_src;
-        current.m_blend_dst = self.m_blend_dst;
-    }
-
-    if (!(state & RENDER_FILL)
-        && self.m_linewidth != current.m_linewidth) {
-        glLineWidth(self.m_linewidth);
-        GlobalOpenGL_debugAssertNoErrors();
-        current.m_linewidth = self.m_linewidth;
-    }
-
-    if (!(state & RENDER_FILL)
-        && self.m_pointsize != current.m_pointsize) {
-        glPointSize(self.m_pointsize);
-        GlobalOpenGL_debugAssertNoErrors();
-        current.m_pointsize = self.m_pointsize;
-    }
-
-    current.m_state = state;
-
-    GlobalOpenGL_debugAssertNoErrors();
-}
-
-void Renderables_flush(OpenGLStateBucket::Renderables &renderables, OpenGLState &current, unsigned int globalstate,
-                       const Vector3 &viewer)
-{
-    const Matrix4 *transform = 0;
-    glPushMatrix();
-    for (OpenGLStateBucket::Renderables::const_iterator i = renderables.begin(); i != renderables.end(); ++i) {
-        //qglLoadMatrixf(i->m_transform);
-        if (!transform || (transform != (*i).m_transform && !matrix4_affine_equal(*transform, *(*i).m_transform))) {
-            count_transform();
-            transform = (*i).m_transform;
-            glPopMatrix();
-            glPushMatrix();
-            glMultMatrixf(reinterpret_cast<const float *>( transform ));
-            glFrontFace(
-                    ((current.m_state & RENDER_CULLFACE) != 0 && matrix4_handedness(*transform) == MATRIX4_RIGHTHANDED)
-                    ? GL_CW : GL_CCW);
-        }
-
-        count_prim();
-
-        if (current.m_program != 0 && (*i).m_light != 0) {
-            const IShader &lightShader = static_cast<OpenGLShader *>((*i).m_light->getShader())->getShader();
-            if (lightShader.firstLayer() != 0) {
-                GLuint attenuation_xy = lightShader.firstLayer()->texture()->texture_number;
-                GLuint attenuation_z = lightShader.lightFalloffImage() != 0
-                                       ? lightShader.lightFalloffImage()->texture_number
-                                       : static_cast<OpenGLShader *>( g_defaultPointLight )->getShader().lightFalloffImage()->texture_number;
-
-                setTextureState(current.m_texture3, attenuation_xy, GL_TEXTURE3);
-                glActiveTexture(GL_TEXTURE3);
-                glBindTexture(GL_TEXTURE_2D, attenuation_xy);
-                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
-                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
-
-                setTextureState(current.m_texture4, attenuation_z, GL_TEXTURE4);
-                glActiveTexture(GL_TEXTURE4);
-                glBindTexture(GL_TEXTURE_2D, attenuation_z);
-                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
-                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
-
-                AABB lightBounds((*i).m_light->aabb());
-
-                Matrix4 world2light(g_matrix4_identity);
-
-                if ((*i).m_light->isProjected()) {
-                    world2light = (*i).m_light->projection();
-                    matrix4_multiply_by_matrix4(world2light, matrix4_transposed((*i).m_light->rotation()));
-                    matrix4_translate_by_vec3(world2light, vector3_negated(lightBounds.origin)); // world->lightBounds
-                }
-                if (!(*i).m_light->isProjected()) {
-                    matrix4_translate_by_vec3(world2light, Vector3(0.5f, 0.5f, 0.5f));
-                    matrix4_scale_by_vec3(world2light, Vector3(0.5f, 0.5f, 0.5f));
-                    matrix4_scale_by_vec3(world2light,
-                                          Vector3(1.0f / lightBounds.extents.x(), 1.0f / lightBounds.extents.y(),
-                                                  1.0f / lightBounds.extents.z()));
-                    matrix4_multiply_by_matrix4(world2light, matrix4_transposed((*i).m_light->rotation()));
-                    matrix4_translate_by_vec3(world2light, vector3_negated(lightBounds.origin)); // world->lightBounds
-                }
-
-                current.m_program->setParameters(viewer, *(*i).m_transform, lightBounds.origin + (*i).m_light->offset(),
-                                                 (*i).m_light->colour(), world2light);
-                debug_string("set lightBounds parameters");
-            }
-        }
-
-        (*i).m_renderable->render(current.m_state);
-    }
-    glPopMatrix();
-    renderables.clear();
-}
-
-void OpenGLStateBucket::render(OpenGLState &current, unsigned int globalstate, const Vector3 &viewer)
-{
-    if ((globalstate & m_state.m_state & RENDER_SCREEN) != 0) {
-        OpenGLState_apply(m_state, current, globalstate);
-        debug_colour("screen fill");
+               debug_string( "disabled depth-buffer writing" );
+
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+
+       if ( delta & state & RENDER_COLOURWRITE ) {
+               glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+       else if ( delta & ~state & RENDER_COLOURWRITE ) {
+               glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+
+       setState( state, delta, RENDER_ALPHATEST, GL_ALPHA_TEST );
+
+       if ( delta & state & RENDER_COLOURARRAY ) {
+               glEnableClientState( GL_COLOR_ARRAY );
+               GlobalOpenGL_debugAssertNoErrors();
+               debug_colour( "enabling color_array" );
+               g_colorArray_enabled = true;
+       }
+       else if ( delta & ~state & RENDER_COLOURARRAY ) {
+               glDisableClientState( GL_COLOR_ARRAY );
+               glColor4fv( vector4_to_array( self.m_colour ) );
+               debug_colour( "cleaning color_array" );
+               GlobalOpenGL_debugAssertNoErrors();
+               g_colorArray_enabled = false;
+       }
+
+       if ( delta & ~state & RENDER_COLOURCHANGE ) {
+               glColor4fv( vector4_to_array( self.m_colour ) );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+
+       setState( state, delta, RENDER_LINESTIPPLE, GL_LINE_STIPPLE );
+       setState( state, delta, RENDER_LINESMOOTH, GL_LINE_SMOOTH );
+
+       setState( state, delta, RENDER_POLYGONSTIPPLE, GL_POLYGON_STIPPLE );
+       setState( state, delta, RENDER_POLYGONSMOOTH, GL_POLYGON_SMOOTH );
+
+       setState( state, delta, RENDER_FOG, GL_FOG );
+
+       if ( ( state & RENDER_FOG ) != 0 ) {
+               setFogState( self.m_fog );
+               GlobalOpenGL_debugAssertNoErrors();
+               current.m_fog = self.m_fog;
+       }
+
+       if ( state & RENDER_DEPTHTEST && self.m_depthfunc != current.m_depthfunc ) {
+               glDepthFunc( self.m_depthfunc );
+               GlobalOpenGL_debugAssertNoErrors();
+               current.m_depthfunc = self.m_depthfunc;
+       }
+
+       if ( state & RENDER_LINESTIPPLE
+                && ( self.m_linestipple_factor != current.m_linestipple_factor
+                         || self.m_linestipple_pattern != current.m_linestipple_pattern ) ) {
+               glLineStipple( self.m_linestipple_factor, self.m_linestipple_pattern );
+               GlobalOpenGL_debugAssertNoErrors();
+               current.m_linestipple_factor = self.m_linestipple_factor;
+               current.m_linestipple_pattern = self.m_linestipple_pattern;
+       }
+
+
+       if ( state & RENDER_ALPHATEST
+                && ( self.m_alphafunc != current.m_alphafunc
+                         || self.m_alpharef != current.m_alpharef ) ) {
+               glAlphaFunc( self.m_alphafunc, self.m_alpharef );
+               GlobalOpenGL_debugAssertNoErrors();
+               current.m_alphafunc = self.m_alphafunc;
+               current.m_alpharef = self.m_alpharef;
+       }
+
+       {
+               GLint texture0 = 0;
+               GLint texture1 = 0;
+               GLint texture2 = 0;
+               GLint texture3 = 0;
+               GLint texture4 = 0;
+               GLint texture5 = 0;
+               GLint texture6 = 0;
+               GLint texture7 = 0;
+               //if(state & RENDER_TEXTURE) != 0)
+               {
+                       texture0 = self.m_texture;
+                       texture1 = self.m_texture1;
+                       texture2 = self.m_texture2;
+                       texture3 = self.m_texture3;
+                       texture4 = self.m_texture4;
+                       texture5 = self.m_texture5;
+                       texture6 = self.m_texture6;
+                       texture7 = self.m_texture7;
+               }
+
+               if ( GlobalOpenGL().GL_1_3() ) {
+                       setTextureState( current.m_texture, texture0, GL_TEXTURE0 );
+                       setTextureState( current.m_texture1, texture1, GL_TEXTURE1 );
+                       setTextureState( current.m_texture2, texture2, GL_TEXTURE2 );
+                       setTextureState( current.m_texture3, texture3, GL_TEXTURE3 );
+                       setTextureState( current.m_texture4, texture4, GL_TEXTURE4 );
+                       setTextureState( current.m_texture5, texture5, GL_TEXTURE5 );
+                       setTextureState( current.m_texture6, texture6, GL_TEXTURE6 );
+                       setTextureState( current.m_texture7, texture7, GL_TEXTURE7 );
+               }
+               else
+               {
+                       setTextureState( current.m_texture, texture0 );
+               }
+       }
+
+
+       if ( state & RENDER_TEXTURE && self.m_colour[3] != current.m_colour[3] ) {
+               debug_colour( "setting alpha" );
+               glColor4f( 1,1,1,self.m_colour[3] );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+
+       if ( !( state & RENDER_TEXTURE )
+                && ( self.m_colour[0] != current.m_colour[0]
+                         || self.m_colour[1] != current.m_colour[1]
+                         || self.m_colour[2] != current.m_colour[2]
+                         || self.m_colour[3] != current.m_colour[3] ) ) {
+               glColor4fv( vector4_to_array( self.m_colour ) );
+               debug_colour( "setting non-texture" );
+               GlobalOpenGL_debugAssertNoErrors();
+       }
+       current.m_colour = self.m_colour;
+
+       if ( state & RENDER_BLEND
+                && ( self.m_blend_src != current.m_blend_src || self.m_blend_dst != current.m_blend_dst ) ) {
+               glBlendFunc( self.m_blend_src, self.m_blend_dst );
+               GlobalOpenGL_debugAssertNoErrors();
+               current.m_blend_src = self.m_blend_src;
+               current.m_blend_dst = self.m_blend_dst;
+       }
+
+       if ( !( state & RENDER_FILL )
+                && self.m_linewidth != current.m_linewidth ) {
+               glLineWidth( self.m_linewidth );
+               GlobalOpenGL_debugAssertNoErrors();
+               current.m_linewidth = self.m_linewidth;
+       }
+
+       if ( !( state & RENDER_FILL )
+                && self.m_pointsize != current.m_pointsize ) {
+               glPointSize( self.m_pointsize );
+               GlobalOpenGL_debugAssertNoErrors();
+               current.m_pointsize = self.m_pointsize;
+       }
+
+       current.m_state = state;
+
+       GlobalOpenGL_debugAssertNoErrors();
+}
+
+void Renderables_flush( OpenGLStateBucket::Renderables& renderables, OpenGLState& current, unsigned int globalstate, const Vector3& viewer ){
+       const Matrix4* transform = 0;
+       glPushMatrix();
+       for ( OpenGLStateBucket::Renderables::const_iterator i = renderables.begin(); i != renderables.end(); ++i )
+       {
+               //qglLoadMatrixf(i->m_transform);
+               if ( !transform || ( transform != ( *i ).m_transform && !matrix4_affine_equal( *transform, *( *i ).m_transform ) ) ) {
+                       count_transform();
+                       transform = ( *i ).m_transform;
+                       glPopMatrix();
+                       glPushMatrix();
+                       glMultMatrixf( reinterpret_cast<const float*>( transform ) );
+                       glFrontFace( ( ( current.m_state & RENDER_CULLFACE ) != 0 && matrix4_handedness( *transform ) == MATRIX4_RIGHTHANDED ) ? GL_CW : GL_CCW );
+               }
+
+               count_prim();
+
+               if ( current.m_program != 0 && ( *i ).m_light != 0 ) {
+                       const IShader& lightShader = static_cast<OpenGLShader*>( ( *i ).m_light->getShader() )->getShader();
+                       if ( lightShader.firstLayer() != 0 ) {
+                               GLuint attenuation_xy = lightShader.firstLayer()->texture()->texture_number;
+                               GLuint attenuation_z = lightShader.lightFalloffImage() != 0
+                                                                          ? lightShader.lightFalloffImage()->texture_number
+                                                                          : static_cast<OpenGLShader*>( g_defaultPointLight )->getShader().lightFalloffImage()->texture_number;
+
+                               setTextureState( current.m_texture3, attenuation_xy, GL_TEXTURE3 );
+                               glActiveTexture( GL_TEXTURE3 );
+                               glBindTexture( GL_TEXTURE_2D, attenuation_xy );
+                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
+                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
+
+                               setTextureState( current.m_texture4, attenuation_z, GL_TEXTURE4 );
+                               glActiveTexture( GL_TEXTURE4 );
+                               glBindTexture( GL_TEXTURE_2D, attenuation_z );
+                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
+                               glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+
+
+                               AABB lightBounds( ( *i ).m_light->aabb() );
+
+                               Matrix4 world2light( g_matrix4_identity );
+
+                               if ( ( *i ).m_light->isProjected() ) {
+                                       world2light = ( *i ).m_light->projection();
+                                       matrix4_multiply_by_matrix4( world2light, matrix4_transposed( ( *i ).m_light->rotation() ) );
+                                       matrix4_translate_by_vec3( world2light, vector3_negated( lightBounds.origin ) ); // world->lightBounds
+                               }
+                               if ( !( *i ).m_light->isProjected() ) {
+                                       matrix4_translate_by_vec3( world2light, Vector3( 0.5f, 0.5f, 0.5f ) );
+                                       matrix4_scale_by_vec3( world2light, Vector3( 0.5f, 0.5f, 0.5f ) );
+                                       matrix4_scale_by_vec3( world2light, Vector3( 1.0f / lightBounds.extents.x(), 1.0f / lightBounds.extents.y(), 1.0f / lightBounds.extents.z() ) );
+                                       matrix4_multiply_by_matrix4( world2light, matrix4_transposed( ( *i ).m_light->rotation() ) );
+                                       matrix4_translate_by_vec3( world2light, vector3_negated( lightBounds.origin ) ); // world->lightBounds
+                               }
+
+                               current.m_program->setParameters( viewer, *( *i ).m_transform, lightBounds.origin + ( *i ).m_light->offset(), ( *i ).m_light->colour(), world2light );
+                               debug_string( "set lightBounds parameters" );
+                       }
+               }
+
+               ( *i ).m_renderable->render( current.m_state );
+       }
+       glPopMatrix();
+       renderables.clear();
+}
 
-        glMatrixMode(GL_PROJECTION);
-        glPushMatrix();
-        glLoadMatrixf(reinterpret_cast<const float *>( &g_matrix4_identity ));
+void OpenGLStateBucket::render( OpenGLState& current, unsigned int globalstate, const Vector3& viewer ){
+       if ( ( globalstate & m_state.m_state & RENDER_SCREEN ) != 0 ) {
+               OpenGLState_apply( m_state, current, globalstate );
+               debug_colour( "screen fill" );
 
-        glMatrixMode(GL_MODELVIEW);
-        glPushMatrix();
-        glLoadMatrixf(reinterpret_cast<const float *>( &g_matrix4_identity ));
+               glMatrixMode( GL_PROJECTION );
+               glPushMatrix();
+               glLoadMatrixf( reinterpret_cast<const float*>( &g_matrix4_identity ) );
 
-        glBegin(GL_QUADS);
-        glVertex3f(-1, -1, 0);
-        glVertex3f(1, -1, 0);
-        glVertex3f(1, 1, 0);
-        glVertex3f(-1, 1, 0);
-        glEnd();
+               glMatrixMode( GL_MODELVIEW );
+               glPushMatrix();
+               glLoadMatrixf( reinterpret_cast<const float*>( &g_matrix4_identity ) );
 
-        glMatrixMode(GL_PROJECTION);
-        glPopMatrix();
+               glBegin( GL_QUADS );
+               glVertex3f( -1, -1, 0 );
+               glVertex3f( 1, -1, 0 );
+               glVertex3f( 1, 1, 0 );
+               glVertex3f( -1, 1, 0 );
+               glEnd();
 
-        glMatrixMode(GL_MODELVIEW);
-        glPopMatrix();
-    } else if (!m_renderables.empty()) {
-        OpenGLState_apply(m_state, current, globalstate);
-        Renderables_flush(m_renderables, current, globalstate, viewer);
-    }
+               glMatrixMode( GL_PROJECTION );
+               glPopMatrix();
+
+               glMatrixMode( GL_MODELVIEW );
+               glPopMatrix();
+       }
+       else if ( !m_renderables.empty() ) {
+               OpenGLState_apply( m_state, current, globalstate );
+               Renderables_flush( m_renderables, current, globalstate, viewer );
+       }
 }
 
 
-class OpenGLStateMap : public OpenGLStateLibrary {
-    typedef std::map<CopiedString, OpenGLState> States;
-    States m_states;
+class OpenGLStateMap : public OpenGLStateLibrary
+{
+typedef std::map<CopiedString, OpenGLState> States;
+States m_states;
 public:
-    ~OpenGLStateMap()
-    {
-        ASSERT_MESSAGE(m_states.empty(), "OpenGLStateMap::~OpenGLStateMap: not empty");
-    }
-
-    typedef States::iterator iterator;
-
-    iterator begin()
-    {
-        return m_states.begin();
-    }
-
-    iterator end()
-    {
-        return m_states.end();
-    }
-
-    void getDefaultState(OpenGLState &state) const
-    {
-        OpenGLState_constructDefault(state);
-    }
-
-    void insert(const char *name, const OpenGLState &state)
-    {
-        bool inserted = m_states.insert(States::value_type(name, state)).second;
-        ASSERT_MESSAGE(inserted, "OpenGLStateMap::insert: " << name << " already exists");
-    }
-
-    void erase(const char *name)
-    {
-        std::size_t count = m_states.erase(name);
-        ASSERT_MESSAGE(count == 1, "OpenGLStateMap::erase: " << name << " does not exist");
-    }
-
-    iterator find(const char *name)
-    {
-        return m_states.find(name);
-    }
+~OpenGLStateMap(){
+       ASSERT_MESSAGE( m_states.empty(), "OpenGLStateMap::~OpenGLStateMap: not empty" );
+}
+
+typedef States::iterator iterator;
+
+iterator begin(){
+       return m_states.begin();
+}
+
+iterator end(){
+       return m_states.end();
+}
+
+void getDefaultState( OpenGLState& state ) const {
+       OpenGLState_constructDefault( state );
+}
+
+void insert( const char* name, const OpenGLState& state ){
+       bool inserted = m_states.insert( States::value_type( name, state ) ).second;
+       ASSERT_MESSAGE( inserted, "OpenGLStateMap::insert: " << name << " already exists" );
+}
+
+void erase( const char* name ){
+       std::size_t count = m_states.erase( name );
+       ASSERT_MESSAGE( count == 1, "OpenGLStateMap::erase: " << name << " does not exist" );
+}
+
+iterator find( const char* name ){
+       return m_states.find( name );
+}
 };
 
-OpenGLStateMap *g_openglStates = 0;
+OpenGLStateMapg_openglStates = 0;
 
-inline GLenum convertBlendFactor(BlendFactor factor)
-{
-    switch (factor) {
-        case BLEND_ZERO:
-            return GL_ZERO;
-        case BLEND_ONE:
-            return GL_ONE;
-        case BLEND_SRC_COLOUR:
-            return GL_SRC_COLOR;
-        case BLEND_ONE_MINUS_SRC_COLOUR:
-            return GL_ONE_MINUS_SRC_COLOR;
-        case BLEND_SRC_ALPHA:
-            return GL_SRC_ALPHA;
-        case BLEND_ONE_MINUS_SRC_ALPHA:
-            return GL_ONE_MINUS_SRC_ALPHA;
-        case BLEND_DST_COLOUR:
-            return GL_DST_COLOR;
-        case BLEND_ONE_MINUS_DST_COLOUR:
-            return GL_ONE_MINUS_DST_COLOR;
-        case BLEND_DST_ALPHA:
-            return GL_DST_ALPHA;
-        case BLEND_ONE_MINUS_DST_ALPHA:
-            return GL_ONE_MINUS_DST_ALPHA;
-        case BLEND_SRC_ALPHA_SATURATE:
-            return GL_SRC_ALPHA_SATURATE;
-    }
-    return GL_ZERO;
+inline GLenum convertBlendFactor( BlendFactor factor ){
+       switch ( factor )
+       {
+       case BLEND_ZERO:
+               return GL_ZERO;
+       case BLEND_ONE:
+               return GL_ONE;
+       case BLEND_SRC_COLOUR:
+               return GL_SRC_COLOR;
+       case BLEND_ONE_MINUS_SRC_COLOUR:
+               return GL_ONE_MINUS_SRC_COLOR;
+       case BLEND_SRC_ALPHA:
+               return GL_SRC_ALPHA;
+       case BLEND_ONE_MINUS_SRC_ALPHA:
+               return GL_ONE_MINUS_SRC_ALPHA;
+       case BLEND_DST_COLOUR:
+               return GL_DST_COLOR;
+       case BLEND_ONE_MINUS_DST_COLOUR:
+               return GL_ONE_MINUS_DST_COLOR;
+       case BLEND_DST_ALPHA:
+               return GL_DST_ALPHA;
+       case BLEND_ONE_MINUS_DST_ALPHA:
+               return GL_ONE_MINUS_DST_ALPHA;
+       case BLEND_SRC_ALPHA_SATURATE:
+               return GL_SRC_ALPHA_SATURATE;
+       }
+       return GL_ZERO;
 }
 
 /// \todo Define special-case shaders in a data file.
-void OpenGLShader::construct(const char *name)
-{
-    OpenGLState &state = appendDefaultPass();
-    switch (name[0]) {
-        case '(':
-            sscanf(name, "(%g %g %g)", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2]);
-            state.m_colour[3] = 1.0f;
-            state.m_state = RENDER_FILL | RENDER_LIGHTING | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_COLOURWRITE |
-                            RENDER_DEPTHWRITE;
-            state.m_sort = OpenGLState::eSortFullbright;
-            break;
-
-        case '[':
-            sscanf(name, "[%g %g %g]", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2]);
-            state.m_colour[3] = 0.5f;
-            state.m_state = RENDER_FILL | RENDER_LIGHTING | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_COLOURWRITE |
-                            RENDER_DEPTHWRITE | RENDER_BLEND;
-            state.m_sort = OpenGLState::eSortTranslucent;
-            break;
-
-        case '<':
-            sscanf(name, "<%g %g %g>", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2]);
-            state.m_colour[3] = 1;
-            state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
-            state.m_sort = OpenGLState::eSortFullbright;
-            state.m_depthfunc = GL_LESS;
-            state.m_linewidth = 1;
-            state.m_pointsize = 1;
-            break;
-
-        case '$': {
-            OpenGLStateMap::iterator i = g_openglStates->find(name);
-            if (i != g_openglStates->end()) {
-                state = (*i).second;
-                break;
-            }
-        }
-            if (string_equal(name + 1, "POINT")) {
-                state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
-                state.m_sort = OpenGLState::eSortControlFirst;
-                state.m_pointsize = 4;
-            } else if (string_equal(name + 1, "SELPOINT")) {
-                state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
-                state.m_sort = OpenGLState::eSortControlFirst + 1;
-                state.m_pointsize = 4;
-            } else if (string_equal(name + 1, "BIGPOINT")) {
-                state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
-                state.m_sort = OpenGLState::eSortControlFirst;
-                state.m_pointsize = 6;
-            } else if (string_equal(name + 1, "PIVOT")) {
-                state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHTEST | RENDER_DEPTHWRITE;
-                state.m_sort = OpenGLState::eSortGUI1;
-                state.m_linewidth = 2;
-                state.m_depthfunc = GL_LEQUAL;
-
-                OpenGLState &hiddenLine = appendDefaultPass();
-                hiddenLine.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHTEST | RENDER_LINESTIPPLE;
-                hiddenLine.m_sort = OpenGLState::eSortGUI0;
-                hiddenLine.m_linewidth = 2;
-                hiddenLine.m_depthfunc = GL_GREATER;
-            } else if (string_equal(name + 1, "LATTICE")) {
-                state.m_colour[0] = 1;
-                state.m_colour[1] = 0.5;
-                state.m_colour[2] = 0;
-                state.m_colour[3] = 1;
-                state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
-                state.m_sort = OpenGLState::eSortControlFirst;
-            } else if (string_equal(name + 1, "WIREFRAME")) {
-                state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
-                state.m_sort = OpenGLState::eSortFullbright;
-            } else if (string_equal(name + 1, "CAM_HIGHLIGHT")) {
-                state.m_colour[0] = 1;
-                state.m_colour[1] = 0;
-                state.m_colour[2] = 0;
-                state.m_colour[3] = 0.3f;
-                state.m_state = RENDER_FILL | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_BLEND | RENDER_COLOURWRITE |
-                                RENDER_DEPTHWRITE;
-                state.m_sort = OpenGLState::eSortHighlight;
-                state.m_depthfunc = GL_LEQUAL;
-            } else if (string_equal(name + 1, "CAM_OVERLAY")) {
+void OpenGLShader::construct( const char* name ){
+       OpenGLState& state = appendDefaultPass();
+       switch ( name[0] )
+       {
+       case '(':
+               sscanf( name, "(%g %g %g)", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2] );
+               state.m_colour[3] = 1.0f;
+               state.m_state = RENDER_FILL | RENDER_LIGHTING | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+               state.m_sort = OpenGLState::eSortFullbright;
+               break;
+
+       case '[':
+               sscanf( name, "[%g %g %g]", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2] );
+               state.m_colour[3] = 0.5f;
+               state.m_state = RENDER_FILL | RENDER_LIGHTING | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_BLEND;
+               state.m_sort = OpenGLState::eSortTranslucent;
+               break;
+
+       case '<':
+               sscanf( name, "<%g %g %g>", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2] );
+               state.m_colour[3] = 1;
+               state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+               state.m_sort = OpenGLState::eSortFullbright;
+               state.m_depthfunc = GL_LESS;
+               state.m_linewidth = 1;
+               state.m_pointsize = 1;
+               break;
+
+       case '$':
+       {
+               OpenGLStateMap::iterator i = g_openglStates->find( name );
+               if ( i != g_openglStates->end() ) {
+                       state = ( *i ).second;
+                       break;
+               }
+       }
+               if ( string_equal( name + 1, "POINT" ) ) {
+                       state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_sort = OpenGLState::eSortControlFirst;
+                       state.m_pointsize = 4;
+               }
+               else if ( string_equal( name + 1, "SELPOINT" ) ) {
+                       state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_sort = OpenGLState::eSortControlFirst + 1;
+                       state.m_pointsize = 4;
+               }
+               else if ( string_equal( name + 1, "BIGPOINT" ) ) {
+                       state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_sort = OpenGLState::eSortControlFirst;
+                       state.m_pointsize = 6;
+               }
+               else if ( string_equal( name + 1, "PIVOT" ) ) {
+                       state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHTEST | RENDER_DEPTHWRITE;
+                       state.m_sort = OpenGLState::eSortGUI1;
+                       state.m_linewidth = 2;
+                       state.m_depthfunc = GL_LEQUAL;
+
+                       OpenGLState& hiddenLine = appendDefaultPass();
+                       hiddenLine.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHTEST | RENDER_LINESTIPPLE;
+                       hiddenLine.m_sort = OpenGLState::eSortGUI0;
+                       hiddenLine.m_linewidth = 2;
+                       hiddenLine.m_depthfunc = GL_GREATER;
+               }
+               else if ( string_equal( name + 1, "LATTICE" ) ) {
+                       state.m_colour[0] = 1;
+                       state.m_colour[1] = 0.5;
+                       state.m_colour[2] = 0;
+                       state.m_colour[3] = 1;
+                       state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_sort = OpenGLState::eSortControlFirst;
+               }
+               else if ( string_equal( name + 1, "WIREFRAME" ) ) {
+                       state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_sort = OpenGLState::eSortFullbright;
+               }
+               else if ( string_equal( name + 1, "CAM_HIGHLIGHT" ) ) {
+                       state.m_colour[0] = 1;
+                       state.m_colour[1] = 0;
+                       state.m_colour[2] = 0;
+                       state.m_colour[3] = 0.3f;
+                       state.m_state = RENDER_FILL | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_sort = OpenGLState::eSortHighlight;
+                       state.m_depthfunc = GL_LEQUAL;
+               }
+               else if ( string_equal( name + 1, "CAM_OVERLAY" ) ) {
 #if 0
-                                                                                                                                        state.m_state = RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_state = RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
                        state.m_sort = OpenGLState::eSortOverlayFirst;
 #else
-                state.m_state =
-                        RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_OFFSETLINE;
-                state.m_sort = OpenGLState::eSortOverlayFirst + 1;
-                state.m_depthfunc = GL_LEQUAL;
-
-                OpenGLState &hiddenLine = appendDefaultPass();
-                hiddenLine.m_colour[0] = 0.75;
-                hiddenLine.m_colour[1] = 0.75;
-                hiddenLine.m_colour[2] = 0.75;
-                hiddenLine.m_colour[3] = 1;
-                hiddenLine.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_OFFSETLINE |
-                                     RENDER_LINESTIPPLE;
-                hiddenLine.m_sort = OpenGLState::eSortOverlayFirst;
-                hiddenLine.m_depthfunc = GL_GREATER;
-                hiddenLine.m_linestipple_factor = 2;
+                       state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_OFFSETLINE;
+                       state.m_sort = OpenGLState::eSortOverlayFirst + 1;
+                       state.m_depthfunc = GL_LEQUAL;
+
+                       OpenGLState& hiddenLine = appendDefaultPass();
+                       hiddenLine.m_colour[0] = 0.75;
+                       hiddenLine.m_colour[1] = 0.75;
+                       hiddenLine.m_colour[2] = 0.75;
+                       hiddenLine.m_colour[3] = 1;
+                       hiddenLine.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_OFFSETLINE | RENDER_LINESTIPPLE;
+                       hiddenLine.m_sort = OpenGLState::eSortOverlayFirst;
+                       hiddenLine.m_depthfunc = GL_GREATER;
+                       hiddenLine.m_linestipple_factor = 2;
 #endif
-            } else if (string_equal(name + 1, "XY_OVERLAY")) {
-                state.m_colour[0] = g_xywindow_globals.color_selbrushes[0];
-                state.m_colour[1] = g_xywindow_globals.color_selbrushes[1];
-                state.m_colour[2] = g_xywindow_globals.color_selbrushes[2];
-                state.m_colour[3] = 1;
-                state.m_state = RENDER_COLOURWRITE | RENDER_LINESTIPPLE;
-                state.m_sort = OpenGLState::eSortOverlayFirst;
-                state.m_linewidth = 2;
-                state.m_linestipple_factor = 3;
-            } else if (string_equal(name + 1, "DEBUG_CLIPPED")) {
-                state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
-                state.m_sort = OpenGLState::eSortLast;
-            } else if (string_equal(name + 1, "POINTFILE")) {
-                state.m_colour[0] = 1;
-                state.m_colour[1] = 0;
-                state.m_colour[2] = 0;
-                state.m_colour[3] = 1;
-                state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
-                state.m_sort = OpenGLState::eSortFullbright;
-                state.m_linewidth = 4;
-            } else if (string_equal(name + 1, "LIGHT_SPHERE")) {
-                state.m_colour[0] = .15f * .95f;
-                state.m_colour[1] = .15f * .95f;
-                state.m_colour[2] = .15f * .95f;
-                state.m_colour[3] = 1;
-                state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_BLEND | RENDER_FILL | RENDER_COLOURWRITE |
-                                RENDER_DEPTHWRITE;
-                state.m_blend_src = GL_ONE;
-                state.m_blend_dst = GL_ONE;
-                state.m_sort = OpenGLState::eSortTranslucent;
-            } else if (string_equal(name + 1, "Q3MAP2_LIGHT_SPHERE")) {
-                state.m_colour[0] = .05f;
-                state.m_colour[1] = .05f;
-                state.m_colour[2] = .05f;
-                state.m_colour[3] = 1;
-                state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_BLEND | RENDER_FILL;
-                state.m_blend_src = GL_ONE;
-                state.m_blend_dst = GL_ONE;
-                state.m_sort = OpenGLState::eSortTranslucent;
-            } else if (string_equal(name + 1, "WIRE_OVERLAY")) {
+               }
+               else if ( string_equal( name + 1, "XY_OVERLAY" ) ) {
+                       state.m_colour[0] = g_xywindow_globals.color_selbrushes[0];
+                       state.m_colour[1] = g_xywindow_globals.color_selbrushes[1];
+                       state.m_colour[2] = g_xywindow_globals.color_selbrushes[2];
+                       state.m_colour[3] = 1;
+                       state.m_state = RENDER_COLOURWRITE | RENDER_LINESTIPPLE;
+                       state.m_sort = OpenGLState::eSortOverlayFirst;
+                       state.m_linewidth = 2;
+                       state.m_linestipple_factor = 3;
+               }
+               else if ( string_equal( name + 1, "DEBUG_CLIPPED" ) ) {
+                       state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_sort = OpenGLState::eSortLast;
+               }
+               else if ( string_equal( name + 1, "POINTFILE" ) ) {
+                       state.m_colour[0] = 1;
+                       state.m_colour[1] = 0;
+                       state.m_colour[2] = 0;
+                       state.m_colour[3] = 1;
+                       state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_sort = OpenGLState::eSortFullbright;
+                       state.m_linewidth = 4;
+               }
+               else if ( string_equal( name + 1, "LIGHT_SPHERE" ) ) {
+                       state.m_colour[0] = .15f * .95f;
+                       state.m_colour[1] = .15f * .95f;
+                       state.m_colour[2] = .15f * .95f;
+                       state.m_colour[3] = 1;
+                       state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_BLEND | RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_blend_src = GL_ONE;
+                       state.m_blend_dst = GL_ONE;
+                       state.m_sort = OpenGLState::eSortTranslucent;
+               }
+               else if ( string_equal( name + 1, "Q3MAP2_LIGHT_SPHERE" ) ) {
+                       state.m_colour[0] = .05f;
+                       state.m_colour[1] = .05f;
+                       state.m_colour[2] = .05f;
+                       state.m_colour[3] = 1;
+                       state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_BLEND | RENDER_FILL;
+                       state.m_blend_src = GL_ONE;
+                       state.m_blend_dst = GL_ONE;
+                       state.m_sort = OpenGLState::eSortTranslucent;
+               }
+               else if ( string_equal( name + 1, "WIRE_OVERLAY" ) ) {
 #if 0
-                                                                                                                                        state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
+                       state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
                        state.m_sort = OpenGLState::eSortOverlayFirst;
 #else
-                state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST |
-                                RENDER_OVERRIDE;
-                state.m_sort = OpenGLState::eSortGUI1;
-                state.m_depthfunc = GL_LEQUAL;
-
-                OpenGLState &hiddenLine = appendDefaultPass();
-                hiddenLine.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST |
-                                     RENDER_OVERRIDE | RENDER_LINESTIPPLE;
-                hiddenLine.m_sort = OpenGLState::eSortGUI0;
-                hiddenLine.m_depthfunc = GL_GREATER;
+                       state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
+                       state.m_sort = OpenGLState::eSortGUI1;
+                       state.m_depthfunc = GL_LEQUAL;
+
+                       OpenGLState& hiddenLine = appendDefaultPass();
+                       hiddenLine.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE | RENDER_LINESTIPPLE;
+                       hiddenLine.m_sort = OpenGLState::eSortGUI0;
+                       hiddenLine.m_depthfunc = GL_GREATER;
 #endif
-            } else if (string_equal(name + 1, "FLATSHADE_OVERLAY")) {
-                state.m_state = RENDER_CULLFACE | RENDER_LIGHTING | RENDER_SMOOTH | RENDER_SCALED | RENDER_COLOURARRAY |
-                                RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST |
-                                RENDER_OVERRIDE;
-                state.m_sort = OpenGLState::eSortGUI1;
-                state.m_depthfunc = GL_LEQUAL;
-
-                OpenGLState &hiddenLine = appendDefaultPass();
-                hiddenLine.m_state =
-                        RENDER_CULLFACE | RENDER_LIGHTING | RENDER_SMOOTH | RENDER_SCALED | RENDER_COLOURARRAY |
-                        RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE |
-                        RENDER_POLYGONSTIPPLE;
-                hiddenLine.m_sort = OpenGLState::eSortGUI0;
-                hiddenLine.m_depthfunc = GL_GREATER;
-            } else if (string_equal(name + 1, "CLIPPER_OVERLAY")) {
-                state.m_colour[0] = g_xywindow_globals.color_clipper[0];
-                state.m_colour[1] = g_xywindow_globals.color_clipper[1];
-                state.m_colour[2] = g_xywindow_globals.color_clipper[2];
-                state.m_colour[3] = 1;
-                state.m_state =
-                        RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_FILL | RENDER_POLYGONSTIPPLE;
-                state.m_sort = OpenGLState::eSortOverlayFirst;
-            } else if (string_equal(name + 1, "OVERBRIGHT")) {
-                const float lightScale = 2;
-                state.m_colour[0] = lightScale * 0.5f;
-                state.m_colour[1] = lightScale * 0.5f;
-                state.m_colour[2] = lightScale * 0.5f;
-                state.m_colour[3] = 0.5;
-                state.m_state = RENDER_FILL | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_SCREEN;
-                state.m_sort = OpenGLState::eSortOverbrighten;
-                state.m_blend_src = GL_DST_COLOR;
-                state.m_blend_dst = GL_SRC_COLOR;
-            } else {
-                // default to something recognisable.. =)
-                ERROR_MESSAGE("hardcoded renderstate not found");
-                state.m_colour[0] = 1;
-                state.m_colour[1] = 0;
-                state.m_colour[2] = 1;
-                state.m_colour[3] = 1;
-                state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
-                state.m_sort = OpenGLState::eSortFirst;
-            }
-            break;
-        default:
-            // construction from IShader
-            m_shader = QERApp_Shader_ForName(name);
-
-            if (g_ShaderCache->lightingSupported() && g_ShaderCache->lightingEnabled() && m_shader->getBump() != 0 &&
-                m_shader->getBump()->texture_number != 0) { // is a bump shader
-                state.m_state = RENDER_FILL | RENDER_CULLFACE | RENDER_TEXTURE | RENDER_DEPTHTEST | RENDER_DEPTHWRITE |
-                                RENDER_COLOURWRITE | RENDER_PROGRAM;
-                state.m_colour[0] = 0;
-                state.m_colour[1] = 0;
-                state.m_colour[2] = 0;
-                state.m_colour[3] = 1;
-                state.m_sort = OpenGLState::eSortOpaque;
-
-                if (g_ShaderCache->useShaderLanguage()) {
-                    state.m_program = &g_depthFillGLSL;
-                } else {
-                    state.m_program = &g_depthFillARB;
-                }
-
-                OpenGLState &bumpPass = appendDefaultPass();
-                bumpPass.m_texture = m_shader->getDiffuse()->texture_number;
-                bumpPass.m_texture1 = m_shader->getBump()->texture_number;
-                bumpPass.m_texture2 = m_shader->getSpecular()->texture_number;
-
-                bumpPass.m_state =
-                        RENDER_BLEND | RENDER_FILL | RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE |
-                        RENDER_SMOOTH | RENDER_BUMP | RENDER_PROGRAM;
-
-                if (g_ShaderCache->useShaderLanguage()) {
-                    bumpPass.m_state |= RENDER_LIGHTING;
-                    bumpPass.m_program = &g_bumpGLSL;
-                } else {
-                    bumpPass.m_program = &g_bumpARB;
-                }
-
-                bumpPass.m_depthfunc = GL_LEQUAL;
-                bumpPass.m_sort = OpenGLState::eSortMultiFirst;
-                bumpPass.m_blend_src = GL_ONE;
-                bumpPass.m_blend_dst = GL_ONE;
-            } else {
-                state.m_texture = m_shader->getTexture()->texture_number;
-
-                state.m_state = RENDER_FILL | RENDER_TEXTURE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_LIGHTING |
-                                RENDER_SMOOTH;
-                if ((m_shader->getFlags() & QER_CULL) != 0) {
-                    if (m_shader->getCull() == IShader::eCullBack) {
-                        state.m_state |= RENDER_CULLFACE;
-                    }
-                } else {
-                    state.m_state |= RENDER_CULLFACE;
-                }
-                if ((m_shader->getFlags() & QER_ALPHATEST) != 0) {
-                    state.m_state |= RENDER_ALPHATEST;
-                    IShader::EAlphaFunc alphafunc;
-                    m_shader->getAlphaFunc(&alphafunc, &state.m_alpharef);
-                    switch (alphafunc) {
-                        case IShader::eAlways:
-                            state.m_alphafunc = GL_ALWAYS;
-                            break;
-                        case IShader::eEqual:
-                            state.m_alphafunc = GL_EQUAL;
-                            break;
-                        case IShader::eLess:
-                            state.m_alphafunc = GL_LESS;
-                            break;
-                        case IShader::eGreater:
-                            state.m_alphafunc = GL_GREATER;
-                            break;
-                        case IShader::eLEqual:
-                            state.m_alphafunc = GL_LEQUAL;
-                            break;
-                        case IShader::eGEqual:
-                            state.m_alphafunc = GL_GEQUAL;
-                            break;
-                    }
-                }
-                reinterpret_cast<Vector3 &>( state.m_colour ) = m_shader->getTexture()->color;
-                state.m_colour[3] = 1.0f;
-
-                if ((m_shader->getFlags() & QER_TRANS) != 0) {
-                    state.m_state |= RENDER_BLEND;
-                    state.m_colour[3] = m_shader->getTrans();
-                    state.m_sort = OpenGLState::eSortTranslucent;
-                    BlendFunc blendFunc = m_shader->getBlendFunc();
-                    state.m_blend_src = convertBlendFactor(blendFunc.m_src);
-                    state.m_blend_dst = convertBlendFactor(blendFunc.m_dst);
-                    if (state.m_blend_src == GL_SRC_ALPHA || state.m_blend_dst == GL_SRC_ALPHA) {
-                        state.m_state |= RENDER_DEPTHWRITE;
-                    }
-                } else {
-                    state.m_state |= RENDER_DEPTHWRITE;
-                    state.m_sort = OpenGLState::eSortFullbright;
-                }
-            }
-    }
+               }
+               else if ( string_equal( name + 1, "FLATSHADE_OVERLAY" ) ) {
+                       state.m_state = RENDER_CULLFACE | RENDER_LIGHTING | RENDER_SMOOTH | RENDER_SCALED | RENDER_COLOURARRAY | RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
+                       state.m_sort = OpenGLState::eSortGUI1;
+                       state.m_depthfunc = GL_LEQUAL;
+
+                       OpenGLState& hiddenLine = appendDefaultPass();
+                       hiddenLine.m_state = RENDER_CULLFACE | RENDER_LIGHTING | RENDER_SMOOTH | RENDER_SCALED | RENDER_COLOURARRAY | RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE | RENDER_POLYGONSTIPPLE;
+                       hiddenLine.m_sort = OpenGLState::eSortGUI0;
+                       hiddenLine.m_depthfunc = GL_GREATER;
+               }
+               else if ( string_equal( name + 1, "CLIPPER_OVERLAY" ) ) {
+                       state.m_colour[0] = g_xywindow_globals.color_clipper[0];
+                       state.m_colour[1] = g_xywindow_globals.color_clipper[1];
+                       state.m_colour[2] = g_xywindow_globals.color_clipper[2];
+                       state.m_colour[3] = 1;
+                       state.m_state = RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_FILL | RENDER_POLYGONSTIPPLE;
+                       state.m_sort = OpenGLState::eSortOverlayFirst;
+               }
+               else if ( string_equal( name + 1, "OVERBRIGHT" ) ) {
+                       const float lightScale = 2;
+                       state.m_colour[0] = lightScale * 0.5f;
+                       state.m_colour[1] = lightScale * 0.5f;
+                       state.m_colour[2] = lightScale * 0.5f;
+                       state.m_colour[3] = 0.5;
+                       state.m_state = RENDER_FILL | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_SCREEN;
+                       state.m_sort = OpenGLState::eSortOverbrighten;
+                       state.m_blend_src = GL_DST_COLOR;
+                       state.m_blend_dst = GL_SRC_COLOR;
+               }
+               else
+               {
+                       // default to something recognisable.. =)
+                       ERROR_MESSAGE( "hardcoded renderstate not found" );
+                       state.m_colour[0] = 1;
+                       state.m_colour[1] = 0;
+                       state.m_colour[2] = 1;
+                       state.m_colour[3] = 1;
+                       state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+                       state.m_sort = OpenGLState::eSortFirst;
+               }
+               break;
+       default:
+               // construction from IShader
+               m_shader = QERApp_Shader_ForName( name );
+
+               if ( g_ShaderCache->lightingSupported() && g_ShaderCache->lightingEnabled() && m_shader->getBump() != 0 && m_shader->getBump()->texture_number != 0 ) { // is a bump shader
+                       state.m_state = RENDER_FILL | RENDER_CULLFACE | RENDER_TEXTURE | RENDER_DEPTHTEST | RENDER_DEPTHWRITE | RENDER_COLOURWRITE | RENDER_PROGRAM;
+                       state.m_colour[0] = 0;
+                       state.m_colour[1] = 0;
+                       state.m_colour[2] = 0;
+                       state.m_colour[3] = 1;
+                       state.m_sort = OpenGLState::eSortOpaque;
+
+                       if ( g_ShaderCache->useShaderLanguage() ) {
+                               state.m_program = &g_depthFillGLSL;
+                       }
+                       else
+                       {
+                               state.m_program = &g_depthFillARB;
+                       }
+
+                       OpenGLState& bumpPass = appendDefaultPass();
+                       bumpPass.m_texture = m_shader->getDiffuse()->texture_number;
+                       bumpPass.m_texture1 = m_shader->getBump()->texture_number;
+                       bumpPass.m_texture2 = m_shader->getSpecular()->texture_number;
+
+                       bumpPass.m_state = RENDER_BLEND | RENDER_FILL | RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_SMOOTH | RENDER_BUMP | RENDER_PROGRAM;
+
+                       if ( g_ShaderCache->useShaderLanguage() ) {
+                               bumpPass.m_state |= RENDER_LIGHTING;
+                               bumpPass.m_program = &g_bumpGLSL;
+                       }
+                       else
+                       {
+                               bumpPass.m_program = &g_bumpARB;
+                       }
+
+                       bumpPass.m_depthfunc = GL_LEQUAL;
+                       bumpPass.m_sort = OpenGLState::eSortMultiFirst;
+                       bumpPass.m_blend_src = GL_ONE;
+                       bumpPass.m_blend_dst = GL_ONE;
+               }
+               else
+               {
+                       state.m_texture = m_shader->getTexture()->texture_number;
+
+                       state.m_state = RENDER_FILL | RENDER_TEXTURE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_LIGHTING | RENDER_SMOOTH;
+                       if ( ( m_shader->getFlags() & QER_CULL ) != 0 ) {
+                               if ( m_shader->getCull() == IShader::eCullBack ) {
+                                       state.m_state |= RENDER_CULLFACE;
+                               }
+                       }
+                       else
+                       {
+                               state.m_state |= RENDER_CULLFACE;
+                       }
+                       if ( ( m_shader->getFlags() & QER_ALPHATEST ) != 0 ) {
+                               state.m_state |= RENDER_ALPHATEST;
+                               IShader::EAlphaFunc alphafunc;
+                               m_shader->getAlphaFunc( &alphafunc, &state.m_alpharef );
+                               switch ( alphafunc )
+                               {
+                               case IShader::eAlways:
+                                       state.m_alphafunc = GL_ALWAYS;
+                                       break;
+                               case IShader::eEqual:
+                                       state.m_alphafunc = GL_EQUAL;
+                                       break;
+                               case IShader::eLess:
+                                       state.m_alphafunc = GL_LESS;
+                                       break;
+                               case IShader::eGreater:
+                                       state.m_alphafunc = GL_GREATER;
+                                       break;
+                               case IShader::eLEqual:
+                                       state.m_alphafunc = GL_LEQUAL;
+                                       break;
+                               case IShader::eGEqual:
+                                       state.m_alphafunc = GL_GEQUAL;
+                                       break;
+                               }
+                       }
+                       reinterpret_cast<Vector3&>( state.m_colour ) = m_shader->getTexture()->color;
+                       state.m_colour[3] = 1.0f;
+
+                       if ( ( m_shader->getFlags() & QER_TRANS ) != 0 ) {
+                               state.m_state |= RENDER_BLEND;
+                               state.m_colour[3] = m_shader->getTrans();
+                               state.m_sort = OpenGLState::eSortTranslucent;
+                               BlendFunc blendFunc = m_shader->getBlendFunc();
+                               state.m_blend_src = convertBlendFactor( blendFunc.m_src );
+                               state.m_blend_dst = convertBlendFactor( blendFunc.m_dst );
+                               if ( state.m_blend_src == GL_SRC_ALPHA || state.m_blend_dst == GL_SRC_ALPHA ) {
+                                       state.m_state |= RENDER_DEPTHWRITE;
+                               }
+                       }
+                       else
+                       {
+                               state.m_state |= RENDER_DEPTHWRITE;
+                               state.m_sort = OpenGLState::eSortFullbright;
+                       }
+               }
+       }
 }
 
 
 #include "modulesystem/singletonmodule.h"
 #include "modulesystem/moduleregistry.h"
 
-class OpenGLStateLibraryAPI {
-    OpenGLStateMap m_stateMap;
+class OpenGLStateLibraryAPI
+{
+OpenGLStateMap m_stateMap;
 public:
-    typedef OpenGLStateLibrary Type;
+typedef OpenGLStateLibrary Type;
 
-    STRING_CONSTANT(Name, "*");
+STRING_CONSTANT( Name, "*" );
 
-    OpenGLStateLibraryAPI()
-    {
-        g_openglStates = &m_stateMap;
-    }
+OpenGLStateLibraryAPI(){
+       g_openglStates = &m_stateMap;
+}
 
-    ~OpenGLStateLibraryAPI()
-    {
-        g_openglStates = 0;
-    }
+~OpenGLStateLibraryAPI(){
+       g_openglStates = 0;
+}
 
-    OpenGLStateLibrary *getTable()
-    {
-        return &m_stateMap;
-    }
+OpenGLStateLibrary* getTable(){
+       return &m_stateMap;
+}
 };
 
 typedef SingletonModule<OpenGLStateLibraryAPI> OpenGLStateLibraryModule;
 typedef Static<OpenGLStateLibraryModule> StaticOpenGLStateLibraryModule;
-StaticRegisterModule staticRegisterOpenGLStateLibrary(StaticOpenGLStateLibraryModule::instance());
+StaticRegisterModule staticRegisterOpenGLStateLibrary( StaticOpenGLStateLibraryModule::instance() );
 
-class ShaderCacheDependencies
-        : public GlobalShadersModuleRef, public GlobalTexturesModuleRef, public GlobalOpenGLStateLibraryModuleRef {
+class ShaderCacheDependencies : public GlobalShadersModuleRef, public GlobalTexturesModuleRef, public GlobalOpenGLStateLibraryModuleRef
+{
 public:
-    ShaderCacheDependencies() :
-            GlobalShadersModuleRef(GlobalRadiant().getRequiredGameDescriptionKeyValue("shaders"))
-    {
-    }
+ShaderCacheDependencies() :
+       GlobalShadersModuleRef( GlobalRadiant().getRequiredGameDescriptionKeyValue( "shaders" ) ){
+}
 };
 
-class ShaderCacheAPI {
-    ShaderCache *m_shaderCache;
+class ShaderCacheAPI
+{
+ShaderCache* m_shaderCache;
 public:
-    typedef ShaderCache Type;
+typedef ShaderCache Type;
 
-    STRING_CONSTANT(Name, "*");
+STRING_CONSTANT( Name, "*" );
 
-    ShaderCacheAPI()
-    {
-        ShaderCache_Construct();
+ShaderCacheAPI(){
+       ShaderCache_Construct();
 
-        m_shaderCache = GetShaderCache();
-    }
+       m_shaderCache = GetShaderCache();
+}
 
-    ~ShaderCacheAPI()
-    {
-        ShaderCache_Destroy();
-    }
+~ShaderCacheAPI(){
+       ShaderCache_Destroy();
+}
 
-    ShaderCache *getTable()
-    {
-        return m_shaderCache;
-    }
+ShaderCache* getTable(){
+       return m_shaderCache;
+}
 };
 
 typedef SingletonModule<ShaderCacheAPI, ShaderCacheDependencies> ShaderCacheModule;
 typedef Static<ShaderCacheModule> StaticShaderCacheModule;
-StaticRegisterModule staticRegisterShaderCache(StaticShaderCacheModule::instance());
+StaticRegisterModule staticRegisterShaderCache( StaticShaderCacheModule::instance() );