svn merge -r41650:41655 ^/trunk/blender --- cycles merge, this wont copile, still...
authorCampbell Barton <ideasman42@gmail.com>
Thu, 10 Nov 2011 03:05:11 +0000 (03:05 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Thu, 10 Nov 2011 03:05:11 +0000 (03:05 +0000)
16 files changed:
1  2 
source/blender/blenkernel/BKE_DerivedMesh.h
source/blender/blenkernel/intern/cdderivedmesh.c
source/blender/blenkernel/intern/editderivedbmesh.c
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/editors/include/ED_uvedit.h
source/blender/editors/mesh/mesh_data.c
source/blender/editors/sculpt_paint/paint_image.c
source/blender/editors/space_image/space_image.c
source/blender/editors/space_node/SConscript
source/blender/editors/space_view3d/drawmesh.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/uvedit/uvedit_ops.c
source/blender/editors/uvedit/uvedit_unwrap_ops.c
source/blender/makesrna/intern/rna_scene.c
source/blender/makesrna/intern/rna_ui_api.c
source/blenderplayer/bad_level_call_stubs/stubs.c

index dee661d0237c5c546898680467dcb8b240f16e65,0000000000000000000000000000000000000000..aa2b6e9dc83776cfc6367d4162247f8e025b3d63
mode 100644,000000..100644
--- /dev/null
@@@ -1,1626 -1,0 +1,1762 @@@
 +/*
 + * ***** BEGIN GPL LICENSE BLOCK *****
 + *
 + * This program is free software; you can redistribute it and/or
 + * modify it under the terms of the GNU General Public License
 + * as published by the Free Software Foundation; either version 2
 + * of the License, or (at your option) any later version.
 + *
 + * This program is distributed in the hope that it will be useful,
 + * but WITHOUT ANY WARRANTY; without even the implied warranty of
 + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 + * GNU General Public License for more details.
 + *
 + * You should have received a copy of the GNU General Public License
 + * along with this program; if not, write to the Free Software Foundation,
 + * Inc., 59 Tbmple Place - Suite 330, Boston, MA  02111-1307, USA.
 + *
 + * The Original Code is Copyright (C) 2005 Blender Foundation.
 + * All rights reserved.
 + *
 + * The Original Code is: all of this file.
 + *
 + * Contributor(s): none yet.
 + *
 + * ***** END GPL LICENSE BLOCK *****
 + */
 +
 +#include <string.h>
 +
 +#ifdef HAVE_CONFIG_H
 +#include <config.h>
 +#endif
 +
 +#include "PIL_time.h"
 +
 +#include "MEM_guardedalloc.h"
 +
 +#include "DNA_effect_types.h"
 +#include "DNA_mesh_types.h"
 +#include "DNA_key_types.h"
 +#include "DNA_meshdata_types.h"
 +#include "DNA_modifier_types.h"
 +#include "DNA_object_types.h"
 +#include "DNA_object_force.h"
 +#include "DNA_object_fluidsim.h" // N_T
 +#include "DNA_scene_types.h" // N_T
 +#include "DNA_texture_types.h"
 +#include "DNA_view3d_types.h"
 +#include "DNA_screen_types.h"
 +#include "DNA_space_types.h"
 +#include "DNA_particle_types.h"
 +
 +#include "BLI_utildefines.h"
 +#include "BLI_math.h"
 +#include "BLI_blenlib.h"
 +#include "BLI_editVert.h"
 +#include "BLI_edgehash.h"
 +#include "BLI_linklist.h"
 +#include "BLI_memarena.h"
 +#include "BLI_scanfill.h"
 +#include "BLI_ghash.h"
 +#include "BLI_array.h"
 +
 +#include "BKE_cdderivedmesh.h"
 +#include "BKE_customdata.h"
 +#include "BKE_DerivedMesh.h"
 +#include "BKE_deform.h"
 +#include "BKE_displist.h"
 +#include "BKE_effect.h"
 +#include "BKE_fluidsim.h"
 +#include "BKE_global.h"
 +#include "BKE_key.h"
 +#include "BKE_material.h"
 +#include "BKE_modifier.h"
 +#include "BKE_mesh.h"
 +#include "BKE_object.h"
 +#include "BKE_subsurf.h"
 +#include "BKE_texture.h"
 +#include "BKE_particle.h"
 +#include "BKE_tessmesh.h"
 +
 +#include "BLO_sys_types.h" // for intptr_t support
 +
 +#include "GL/glew.h"
 +
 +#include "GPU_draw.h"
 +#include "GPU_extensions.h"
 +#include "GPU_material.h"
 +
 +#include "bmesh.h"
 +
 +extern GLubyte stipple_quarttone[128]; /* glutil.c, bad level data */
 +
 +
 +BMEditMesh *BMEdit_Create(BMesh *bm)
 +{
 +      BMEditMesh *tm = MEM_callocN(sizeof(BMEditMesh), __func__);
 +      
 +      tm->bm = bm;
 +
 +      BMEdit_RecalcTesselation(tm);
 +
 +      return tm;
 +}
 +
 +BMEditMesh *BMEdit_Copy(BMEditMesh *tm)
 +{
 +      BMEditMesh *tm2 = MEM_callocN(sizeof(BMEditMesh), __func__);
 +      *tm2 = *tm;
 +      
 +      tm2->derivedCage = tm2->derivedFinal = NULL;
 +
 +      tm2->bm = BM_Copy_Mesh(tm->bm);
 +
 +      /*The tesselation is NOT calculated on the copy here,
 +        because currently all the callers of this function use
 +        it to make a backup copy of the BMEditMesh to restore
 +        it in the case of errors in an operation. For perf
 +        reasons, in that case it makes more sense to do the
 +        tesselation only when/if that copy ends up getting
 +        used.*/
 +      tm2->looptris = NULL;
 +
 +      tm2->vert_index = NULL;
 +      tm2->edge_index = NULL;
 +      tm2->face_index = NULL;
 +
 +      return tm2;
 +}
 +
 +static void BMEdit_RecalcTesselation_intern(BMEditMesh *tm)
 +{
 +      BMesh *bm = tm->bm;
 +      BMLoop **looptris = NULL;
 +      BLI_array_declare(looptris);
 +      BMIter iter, liter;
 +      BMFace *f;
 +      BMLoop *l;
 +      int i = 0, j;
 +      
 +      if (tm->looptris) MEM_freeN(tm->looptris);
 +
 +      f = BMIter_New(&iter, bm, BM_FACES_OF_MESH, NULL);
 +      for ( ; f; f=BMIter_Step(&iter)) {
 +              EditVert *v, *lastv=NULL, *firstv=NULL;
 +              EditEdge *e;
 +              EditFace *efa;
 +
 +              /*don't consider two-edged faces*/
 +              if (f->len < 3) continue;
 +              
 +              BLI_begin_edgefill();
 +              /*scanfill time*/
 +              l = BMIter_New(&liter, bm, BM_LOOPS_OF_FACE, f);
 +              for (j=0; l; l=BMIter_Step(&liter), j++) {
 +                      /*mark order*/
 +                      l->_index = j;
 +
 +                      v = BLI_addfillvert(l->v->co);
 +                      v->tmp.p = l;
 +                      
 +                      if (lastv) {
 +                              e = BLI_addfilledge(lastv, v);
 +                      }
 +
 +                      lastv = v;
 +                      if (firstv==NULL) firstv = v;
 +              }
 +
 +              /*complete the loop*/
 +              BLI_addfilledge(firstv, v);
 +
 +              BLI_edgefill(2);
 +              
 +              for (efa = fillfacebase.first; efa; efa=efa->next) {
 +                      BMLoop *l1, *l2, *l3;
 +
 +                      BLI_array_growone(looptris);
 +                      BLI_array_growone(looptris);
 +                      BLI_array_growone(looptris);
 +                      
 +                      looptris[i*3] = l1 = efa->v1->tmp.p;
 +                      looptris[i*3+1] = l2 = efa->v2->tmp.p;
 +                      looptris[i*3+2] = l3 = efa->v3->tmp.p;
 +                      
 +                      if (l1->_index > l2->_index) {
 +                              SWAP(BMLoop*, l1, l2);
 +                      }
 +                      if (l2->_index > l3->_index) {
 +                              SWAP(BMLoop*, l2, l3);
 +                      }
 +                      if (l1->_index > l2->_index) {
 +                              SWAP(BMLoop*, l1, l2);
 +                      }
 +                      
 +                      looptris[i*3] = l1;
 +                      looptris[i*3+1] = l2;
 +                      looptris[i*3+2] = l3;
 +
 +                      i += 1;
 +              }
 +
 +              BLI_end_edgefill();
 +      }
 +
 +      tm->tottri = i;
 +      tm->looptris = (BMLoop *(*)[3])looptris;
 +}
 +
 +void BMEdit_RecalcTesselation(BMEditMesh *em)
 +{
 +      BMEdit_RecalcTesselation_intern(em);
 +
 +      if (em->derivedFinal && em->derivedFinal == em->derivedCage) {
 +              if (em->derivedFinal->recalcTesselation) 
 +                      em->derivedFinal->recalcTesselation(em->derivedFinal);
 +      } else if (em->derivedFinal) {
 +              if (em->derivedCage->recalcTesselation) 
 +                      em->derivedCage->recalcTesselation(em->derivedCage);
 +              if (em->derivedFinal->recalcTesselation) 
 +                      em->derivedFinal->recalcTesselation(em->derivedFinal);
 +      }
 +}
 +
 +void BMEdit_UpdateLinkedCustomData(BMEditMesh *em)
 +{
 +      BMesh *bm = em->bm;
 +      int act;
 +
 +      if (CustomData_has_layer(&bm->pdata, CD_MTEXPOLY)) {
 +              act = CustomData_get_active_layer(&bm->pdata, CD_MTEXPOLY);
 +              CustomData_set_layer_active(&bm->ldata, CD_MLOOPUV, act);
 +
 +              act = CustomData_get_render_layer(&bm->pdata, CD_MTEXPOLY);
 +              CustomData_set_layer_render(&bm->ldata, CD_MLOOPUV, act);
 +
 +              act = CustomData_get_clone_layer(&bm->pdata, CD_MTEXPOLY);
 +              CustomData_set_layer_clone(&bm->ldata, CD_MLOOPUV, act);
 +
 +              act = CustomData_get_stencil_layer(&bm->pdata, CD_MTEXPOLY);
 +              CustomData_set_layer_stencil(&bm->ldata, CD_MLOOPUV, act);
 +      }
 +}
 +
 +/*does not free the BMEditMesh struct itself*/
 +void BMEdit_Free(BMEditMesh *em)
 +{
 +      if(em->derivedFinal) {
 +              if (em->derivedFinal!=em->derivedCage) {
 +                      em->derivedFinal->needsFree= 1;
 +                      em->derivedFinal->release(em->derivedFinal);
 +              }
 +              em->derivedFinal= NULL;
 +      }
 +      if(em->derivedCage) {
 +              em->derivedCage->needsFree= 1;
 +              em->derivedCage->release(em->derivedCage);
 +              em->derivedCage= NULL;
 +      }
 +
 +      em->retopo_paint_data= NULL;
 +
 +      if (em->looptris) MEM_freeN(em->looptris);
 +
 +      if (em->vert_index) MEM_freeN(em->vert_index);
 +      if (em->edge_index) MEM_freeN(em->edge_index);
 +      if (em->face_index) MEM_freeN(em->face_index);
 +
 +      if (em->bm)
 +              BM_Free_Mesh(em->bm);
 +}
 +
 +/*
 +ok, basic design:
 +
 +the bmesh derivedmesh exposes the mesh as triangles.  it stores pointers
 +to three loops per triangle.  the derivedmesh stores a cache of tesselations
 +for each face.  this cache will smartly update as needed (though at first
 +it'll simply be more brute force).  keeping track of face/edge counts may
 +be a small problbm.
 +
 +this won't be the most efficient thing, considering that internal edges and
 +faces of tesselations are exposed.  looking up an edge by index in particular
 +is likely to be a little slow.
 +*/
 +
 +typedef struct EditDerivedBMesh {
 +      DerivedMesh dm;
 +
 +      Object *ob;
 +      BMEditMesh *tc;
 +
 +      float (*vertexCos)[3];
 +      float (*vertexNos)[3];
 +      float (*faceNos)[3];
 +
 +      /*lookup caches; these are rebuilt on dm->RecalcTesselation()
 +        (or when the derivedmesh is created, of course)*/
 +      GHash *vhash, *ehash, *fhash;
 +      BMVert **vtable;
 +      BMEdge **etable;
 +      BMFace **ftable;
 +
 +      /*private variables, for number of verts/edges/faces
 +        within the above hash/table members*/
 +      int tv, te, tf;
 +} EditDerivedBMesh;
 +
 +static void bmdm_recalc_lookups(EditDerivedBMesh *bmdm)
 +{
 +      BMIter iter;
 +      BMHeader *h;
 +      int a, i, iters[3] = {BM_VERTS_OF_MESH, BM_EDGES_OF_MESH, BM_FACES_OF_MESH};
 +      
 +      bmdm->tv = bmdm->tc->bm->totvert;
 +      bmdm->te = bmdm->tc->bm->totedge;
 +      bmdm->tf = bmdm->tc->bm->totface;
 +
 +      if (bmdm->vhash) BLI_ghash_free(bmdm->vhash, NULL, NULL);
 +      if (bmdm->ehash) BLI_ghash_free(bmdm->ehash, NULL, NULL);
 +      if (bmdm->fhash) BLI_ghash_free(bmdm->fhash, NULL, NULL);
 +
 +      bmdm->vhash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "bmesh derived");
 +      bmdm->ehash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "bmesh derived");
 +      bmdm->fhash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "bmesh derived");
 +      
 +      if (bmdm->vtable) MEM_freeN(bmdm->vtable);
 +      if (bmdm->etable) MEM_freeN(bmdm->etable);
 +      if (bmdm->ftable) MEM_freeN(bmdm->ftable);
 +      
 +      if (bmdm->tc->bm->totvert)
 +              bmdm->vtable = MEM_mallocN(sizeof(void**)*bmdm->tc->bm->totvert, "bmdm->vtable");
 +      else bmdm->vtable = NULL;
 +
 +      if (bmdm->tc->bm->totedge)
 +              bmdm->etable = MEM_mallocN(sizeof(void**)*bmdm->tc->bm->totedge, "bmdm->etable");
 +      else bmdm->etable = NULL;
 +      
 +      if (bmdm->tc->bm->totface)
 +              bmdm->ftable = MEM_mallocN(sizeof(void**)*bmdm->tc->bm->totface, "bmdm->ftable");
 +      else bmdm->ftable = NULL;
 +      
 +      for (a=0; a<3; a++) {
 +              h = BMIter_New(&iter, bmdm->tc->bm, iters[a], NULL);
 +              for (i=0; h; h=BMIter_Step(&iter), i++) {
 +                      switch (a) {
 +                              case 0:
 +                                      bmdm->vtable[i] = (BMVert*) h;
 +                                      BLI_ghash_insert(bmdm->vhash, h, SET_INT_IN_POINTER(i));
 +                                      break;
 +                              case 1:
 +                                      bmdm->etable[i] = (BMEdge*) h;
 +                                      BLI_ghash_insert(bmdm->ehash, h, SET_INT_IN_POINTER(i));
 +                                      break;
 +                              case 2:
 +                                      bmdm->ftable[i] = (BMFace*) h;
 +                                      BLI_ghash_insert(bmdm->fhash, h, SET_INT_IN_POINTER(i));
 +                                      break;
 +
 +                      }
 +              }
 +      }
 +}
 +
 +static void bmDM_recalcTesselation(DerivedMesh *UNUSED(dm))
 +{
 +      //EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +
 +      //bmdm_recalc_lookups(bmdm);
 +}
 +
 +static void bmDM_foreachMappedVert(DerivedMesh *dm, void (*func)(void *userData, int index, float *co, float *no_f, short *no_s), void *userData)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMVert *eve;
 +      BMIter iter;
 +      int i;
 +      
 +      eve = BMIter_New(&iter, bmdm->tc->bm, BM_VERTS_OF_MESH, NULL);
 +      for (i=0; eve; i++, eve=BMIter_Step(&iter)) {
 +              if (bmdm->vertexCos) {
 +                      func(userData, i, bmdm->vertexCos[i], bmdm->vertexNos[i], NULL);
 +              } else {
 +                      func(userData, i, eve->co, eve->no, NULL);
 +              }
 +      }
 +}
 +static void bmDM_foreachMappedEdge(DerivedMesh *dm, void (*func)(void *userData, int index, float *v0co, float *v1co), void *userData)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMEdge *eed;
 +      BMIter iter;
 +      int i;
 +      
 +      if (bmdm->vertexCos) {
 +              BMVert *eve;
 +              BMIter viter;
 +
 +              eve = BMIter_New(&viter, bmdm->tc->bm, BM_VERTS_OF_MESH, NULL);
 +              for (i=0; eve; eve=BMIter_Step(&viter), i++) {
 +                      BM_SetIndex(eve, i);
 +              }
 +
 +              eed = BMIter_New(&iter, bmdm->tc->bm, BM_EDGES_OF_MESH, NULL);
 +              for(i=0; eed; i++,eed=BMIter_Step(&iter))
 +                      func(userData, i, 
 +                           bmdm->vertexCos[BM_GetIndex(eed->v1)], 
 +                           bmdm->vertexCos[BM_GetIndex(eed->v2)]);
 +      } else {
 +              eed = BMIter_New(&iter, bmdm->tc->bm, BM_EDGES_OF_MESH, NULL);
 +              for(i=0; eed; i++,eed=BMIter_Step(&iter))
 +                      func(userData, i, eed->v1->co, eed->v2->co);
 +      }
 +
 +}
 +
 +static void bmDM_drawMappedEdges(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void *userData) 
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMEdge *eed;
 +      BMIter iter;
 +      int i;
 +      
 +      if (bmdm->vertexCos) {
 +              BMVert *eve;
 +              BMIter viter;
 +
 +              eve = BMIter_New(&viter, bmdm->tc->bm, BM_VERTS_OF_MESH, NULL);
 +              for (i=0; eve; eve=BMIter_Step(&viter), i++) {
 +                      BM_SetIndex(eve, i);
 +              }
 +
 +              glBegin(GL_LINES);
 +              eed = BMIter_New(&iter, bmdm->tc->bm, BM_EDGES_OF_MESH, NULL);
 +              for(i=0; eed; i++,eed=BMIter_Step(&iter)) {
 +                      if(!setDrawOptions || setDrawOptions(userData, i)) {
 +                              glVertex3fv(bmdm->vertexCos[BM_GetIndex(eed->v1)]);
 +                              glVertex3fv(bmdm->vertexCos[BM_GetIndex(eed->v2)]);
 +                      }
 +              }
 +              glEnd();
 +
 +      } else {
 +              glBegin(GL_LINES);
 +              eed = BMIter_New(&iter, bmdm->tc->bm, BM_EDGES_OF_MESH, NULL);
 +              for(i=0; eed; i++,eed=BMIter_Step(&iter)) {
 +                      if(!setDrawOptions || setDrawOptions(userData, i)) {
 +                              glVertex3fv(eed->v1->co);
 +                              glVertex3fv(eed->v2->co);
 +                      }
 +              }
 +              glEnd();
 +      }
 +}
 +
 +static void bmDM_drawEdges(DerivedMesh *dm, int UNUSED(drawLooseEdges), int UNUSED(drawAllEdges))
 +{
 +      bmDM_drawMappedEdges(dm, NULL, NULL);
 +}
 +
 +static void bmDM_drawMappedEdgesInterp(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void (*setDrawInterpOptions)(void *userData, int index, float t), void *userData) 
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMEdge *eed;
 +      BMIter iter;
 +      int i;
 +
 +      if (bmdm->vertexCos) {
 +              BMVert *eve;
 +
 +              eve = BMIter_New(&iter, bmdm->tc->bm, BM_VERTS_OF_MESH, NULL);
 +              for (i=0; eve; eve=BMIter_Step(&iter), i++)
 +                      BM_SetIndex(eve, i);
 +
 +              glBegin(GL_LINES);
 +              eed = BMIter_New(&iter, bmdm->tc->bm, BM_EDGES_OF_MESH, NULL);
 +              for(i=0; eed; i++,eed=BMIter_Step(&iter)) {
 +                      if(!setDrawOptions || setDrawOptions(userData, i)) {
 +                              setDrawInterpOptions(userData, i, 0.0);
 +                              glVertex3fv(bmdm->vertexCos[(int) BM_GetIndex(eed->v1)]);
 +                              setDrawInterpOptions(userData, i, 1.0);
 +                              glVertex3fv(bmdm->vertexCos[(int) BM_GetIndex(eed->v2)]);
 +                      }
 +              }
 +              glEnd();
 +      } else {
 +              glBegin(GL_LINES);
 +              eed = BMIter_New(&iter, bmdm->tc->bm, BM_EDGES_OF_MESH, NULL);
 +              for(i=0; eed; i++,eed=BMIter_Step(&iter)) {
 +                      if(!setDrawOptions || setDrawOptions(userData, i)) {
 +                              setDrawInterpOptions(userData, i, 0.0);
 +                              glVertex3fv(eed->v1->co);
 +                              setDrawInterpOptions(userData, i, 1.0);
 +                              glVertex3fv(eed->v2->co);
 +                      }
 +              }
 +              glEnd();
 +      }
 +}
 +
 +static void bmDM_drawUVEdges(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMEditMesh *em = bmdm->tc;
 +      BMFace *efa;
 +      BMIter iter;
 +
 +      glBegin(GL_LINES);
 +      BM_ITER(efa, &iter, em->bm, BM_FACES_OF_MESH, NULL) {
 +              BMIter liter;
 +              BMLoop *l;
 +              MLoopUV *lastluv = NULL, *firstluv = NULL;
 +              
 +              if (BM_TestHFlag(efa, BM_HIDDEN))
 +                      continue;
 +              
 +              BM_ITER(l, &liter, em->bm, BM_LOOPS_OF_FACE, efa) {
 +                      MLoopUV *luv = CustomData_bmesh_get(&em->bm->ldata, l->head.data, CD_MLOOPUV);
 +                      
 +                      if (luv) {
 +                              if (lastluv) 
 +                                      glVertex2fv(luv->uv);
 +                              glVertex2fv(luv->uv);
 +                              
 +                              lastluv = luv;
 +                              if (!firstluv) 
 +                                      firstluv = luv;
 +                      }
 +              }
 +              
 +              if (lastluv) {
 +                      glVertex2fv(lastluv->uv);
 +                      glVertex2fv(firstluv->uv);
 +              }
 +      }
 +      glEnd();
 +}
 +
 +static void bmDM__calcFaceCent(BMesh *bm, BMFace *efa, float cent[3], 
 +                                                         float (*vertexCos)[3])
 +{
 +      BMIter iter;
 +      BMLoop *l;
 +      int tot = 0;
 +
 +      zero_v3(cent);
 +
 +      /*simple (and stupid) median (average) based method :/ */
 +      
 +      if (vertexCos) {
 +              l = BMIter_New(&iter, bm, BM_LOOPS_OF_FACE, efa);
 +              for (; l; l=BMIter_Step(&iter)) {
 +                      add_v3_v3(cent, vertexCos[BM_GetIndex(l->v)]);
 +                      tot++;
 +              }
 +      } else {
 +              l = BMIter_New(&iter, bm, BM_LOOPS_OF_FACE, efa);
 +              for (; l; l=BMIter_Step(&iter)) {
 +                      add_v3_v3(cent, l->v->co);
 +                      tot++;
 +              }
 +      }
 +
 +      if (tot==0) return;
 +      mul_v3_fl(cent, 1.0f/(float)tot);
 +}
 +
 +static void bmDM_foreachMappedFaceCenter(DerivedMesh *dm, void (*func)(void *userData, int index, float *co, float *no), void *userData)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMVert *eve;
 +      BMFace *efa;
 +      BMIter iter;
 +      float cent[3];
 +      int i;
 +
 +      if (bmdm->vertexCos) {
 +              eve = BMIter_New(&iter, bmdm->tc->bm, BM_VERTS_OF_MESH, NULL);
 +              for (i=0; eve; eve=BMIter_Step(&iter), i++)
 +                      BM_SetIndex(eve, i);
 +      }
 +
 +      efa = BMIter_New(&iter, bmdm->tc->bm, BM_FACES_OF_MESH, NULL);
 +      for (i=0; efa; efa=BMIter_Step(&iter), i++) {
 +              bmDM__calcFaceCent(bmdm->tc->bm, efa, cent, bmdm->vertexCos);
 +              func(userData, i, cent, bmdm->vertexCos?bmdm->faceNos[i]:efa->no);
 +      }
 +}
 +
 +static void bmDM_drawMappedFaces(DerivedMesh *dm, 
 +      int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r), 
 +      void *userData, int UNUSED(useColors),
 +      int (*setMaterial)(int, void *attribs),
 +      int (*compareDrawOptions)(void *userData, int cur_index, int next_index))
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMFace *efa;
 +      BMIter iter;
 +      int i, draw;
 +
 +      const int skip_normals= !glIsEnabled(GL_LIGHTING); /* could be passed as an arg */
 +
 +      /* GL_ZERO is used to detect if drawing has started or not */
 +      GLenum poly_prev= GL_ZERO;
 +      GLenum shade_prev= GL_ZERO;
 +
 +      (void)setMaterial; /* UNUSED */
 +
 +      /* currently unused -- each original face is handled separately */
 +      (void)compareDrawOptions;
 +
 +      if (bmdm->vertexCos) {
 +              /* add direct access */
 +              float (*vertexCos)[3]= bmdm->vertexCos;
 +              float (*vertexNos)[3]= bmdm->vertexNos;
 +              float (*faceNos)[3]=   bmdm->faceNos;
 +              BMVert *eve;
 +              
 +              eve = BMIter_New(&iter, bmdm->tc->bm, BM_VERTS_OF_MESH, NULL);
 +              for (i=0; eve; eve=BMIter_Step(&iter), i++)
 +                      BM_SetIndex(eve, i);
 +
 +              efa = BMIter_New(&iter, bmdm->tc->bm, BM_FACES_OF_MESH, NULL);
 +              for (i=0; efa; efa=BMIter_Step(&iter), i++)
 +                      BM_SetIndex(efa, i);
 +
 +              for (i=0; i<bmdm->tc->tottri; i++) {
 +                      BMLoop **l = bmdm->tc->looptris[i];
 +                      int drawSmooth;
 +                      
 +                      efa = l[0]->f;
 +                      drawSmooth= BM_TestHFlag(efa, BM_SMOOTH);
 +
 +                      draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, BM_GetIndex(efa), &drawSmooth);
 +                      if(draw) {
 +                              const GLenum poly_type= GL_TRIANGLES; /* BMESH NOTE, this is odd but keep it for now to match trunk */
 +                              if (draw==2) { /* enabled with stipple */
 +
 +                                      if(poly_prev != GL_ZERO) glEnd();
 +                                      poly_prev= GL_ZERO; /* force glBegin */
 +
 +                                      glEnable(GL_POLYGON_STIPPLE);
 +                                      glPolygonStipple(stipple_quarttone);
 +                              }
 +                              
 +                              if(skip_normals) {
 +                                      if(poly_type != poly_prev) {
 +                                              if(poly_prev != GL_ZERO) glEnd();
 +                                              glBegin((poly_prev= poly_type)); /* BMesh: will always be GL_TRIANGLES */
 +                                      }
 +                                      glVertex3fv(vertexCos[(int) BM_GetIndex(l[0]->v)]);
 +                                      glVertex3fv(vertexCos[(int) BM_GetIndex(l[1]->v)]);
 +                                      glVertex3fv(vertexCos[(int) BM_GetIndex(l[2]->v)]);
 +                              }
 +                              else {
 +                                      const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
 +                                      if (shade_type != shade_prev) {
 +                                              if(poly_prev != GL_ZERO) glEnd();
 +                                              glShadeModel((shade_prev= shade_type)); /* same as below but switch shading */
 +                                              glBegin((poly_prev= poly_type)); /* BMesh: will always be GL_TRIANGLES */
 +                                      }
 +                                      if(poly_type != poly_prev) {
 +                                              if(poly_prev != GL_ZERO) glEnd();
 +                                              glBegin((poly_prev= poly_type)); /* BMesh: will always be GL_TRIANGLES */
 +                                      }
 +
 +                                      if (!drawSmooth) {
 +                                              glNormal3fv(faceNos[i]);
 +                                              glVertex3fv(vertexCos[(int) BM_GetIndex(l[0]->v)]);
 +                                              glVertex3fv(vertexCos[(int) BM_GetIndex(l[1]->v)]);
 +                                              glVertex3fv(vertexCos[(int) BM_GetIndex(l[2]->v)]);
 +                                      } else {
 +                                              glNormal3fv(vertexNos[(int) BM_GetIndex(l[0]->v)]);
 +                                              glVertex3fv(vertexCos[(int) BM_GetIndex(l[0]->v)]);
 +                                              glNormal3fv(vertexNos[(int) BM_GetIndex(l[1]->v)]);
 +                                              glVertex3fv(vertexCos[(int) BM_GetIndex(l[1]->v)]);
 +                                              glNormal3fv(vertexNos[(int) BM_GetIndex(l[2]->v)]);
 +                                              glVertex3fv(vertexCos[(int) BM_GetIndex(l[2]->v)]);
 +                                      }
 +                              }
 +
 +                              if (draw==2) {
 +                                      glEnd();
 +                                      poly_prev= GL_ZERO; /* force glBegin */
 +
 +                                      glDisable(GL_POLYGON_STIPPLE);
 +                              }
 +                      }
 +              }
 +      } else {
 +              efa = BMIter_New(&iter, bmdm->tc->bm, BM_FACES_OF_MESH, NULL);
 +              for (i=0; efa; efa=BMIter_Step(&iter), i++)
 +                      BM_SetIndex(efa, i);
 +
 +              for (i=0; i<bmdm->tc->tottri; i++) {
 +                      BMLoop **l = bmdm->tc->looptris[i];
 +                      int drawSmooth;
 +
 +                      efa = l[0]->f;
 +                      drawSmooth= BM_TestHFlag(efa, BM_SMOOTH);
 +                      
 +                      draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, BM_GetIndex(efa), &drawSmooth);
 +                      if(draw) {
 +                              const GLenum poly_type= GL_TRIANGLES; /* BMESH NOTE, this is odd but keep it for now to match trunk */
 +                              if (draw==2) { /* enabled with stipple */
 +
 +                                      if(poly_prev != GL_ZERO) glEnd();
 +                                      poly_prev= GL_ZERO; /* force glBegin */
 +
 +                                      glEnable(GL_POLYGON_STIPPLE);
 +                                      glPolygonStipple(stipple_quarttone);
 +                              }
 +                              
 +                              if(skip_normals) {
 +                                      if(poly_type != poly_prev) {
 +                                              if(poly_prev != GL_ZERO) glEnd();
 +                                              glBegin((poly_prev= poly_type)); /* BMesh: will always be GL_TRIANGLES */
 +                                      }
 +                                      glVertex3fv(l[0]->v->co);
 +                                      glVertex3fv(l[1]->v->co);
 +                                      glVertex3fv(l[2]->v->co);
 +                              }
 +                              else {
 +                                      const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
 +                                      if (shade_type != shade_prev) {
 +                                              if(poly_prev != GL_ZERO) glEnd();
 +                                              glShadeModel((shade_prev= shade_type)); /* same as below but switch shading */
 +                                              glBegin((poly_prev= poly_type)); /* BMesh: will always be GL_TRIANGLES */
 +                                      }
 +                                      if(poly_type != poly_prev) {
 +                                              if(poly_prev != GL_ZERO) glEnd();
 +                                              glBegin((poly_prev= poly_type)); /* BMesh: will always be GL_TRIANGLES */
 +                                      }
 +
 +                                      if (!drawSmooth) {
 +                                              glNormal3fv(efa->no);
 +                                              glVertex3fv(l[0]->v->co);
 +                                              glVertex3fv(l[1]->v->co);
 +                                              glVertex3fv(l[2]->v->co);
 +                                      } else {
 +                                              glNormal3fv(l[0]->v->no);
 +                                              glVertex3fv(l[0]->v->co);
 +                                              glNormal3fv(l[1]->v->no);
 +                                              glVertex3fv(l[1]->v->co);
 +                                              glNormal3fv(l[2]->v->no);
 +                                              glVertex3fv(l[2]->v->co);
 +                                      }
 +                              }
 +                              if (draw==2) {
 +                                      glEnd();
 +                                      poly_prev= GL_ZERO; /* force glBegin */
 +
 +                                      glDisable(GL_POLYGON_STIPPLE);
 +                              }
 +                      }
 +              }
 +      }
 +
 +      /* if non zero we know a face was rendered */
 +      if(poly_prev != GL_ZERO) glEnd();
 +}
 +
 +static void bmdm_get_tri_tex(BMesh *bm, BMLoop **ls, MLoopUV *luv[3], MLoopCol *lcol[3], 
 +                           int has_uv, int has_col)
 +{
 +      if (has_uv) { 
 +              luv[0] = CustomData_bmesh_get(&bm->ldata, ls[0]->head.data, CD_MLOOPUV);
 +              luv[1] = CustomData_bmesh_get(&bm->ldata, ls[1]->head.data, CD_MLOOPUV);
 +              luv[2] = CustomData_bmesh_get(&bm->ldata, ls[2]->head.data, CD_MLOOPUV);
 +      }
 +
 +      if (has_col) {
 +              lcol[0] = CustomData_bmesh_get(&bm->ldata, ls[0]->head.data, CD_MLOOPCOL);
 +              lcol[1] = CustomData_bmesh_get(&bm->ldata, ls[1]->head.data, CD_MLOOPCOL);
 +              lcol[2] = CustomData_bmesh_get(&bm->ldata, ls[2]->head.data, CD_MLOOPCOL);
 +      }
 +
 +
 +}
 +
 +static void bmDM_drawFacesTex_common(DerivedMesh *dm,
 +               int (*drawParams)(MTFace *tface, int has_vcol, int matnr),
 +               int (*drawParamsMapped)(void *userData, int index),
 +               void *userData) 
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMEditMesh *em = bmdm->tc;
 +      BMesh *bm= bmdm->tc->bm;
 +      float (*vertexCos)[3]= bmdm->vertexCos;
 +      float (*vertexNos)[3]= bmdm->vertexNos;
 +      BMFace *efa;
 +      BMVert *eve;
 +      BMIter iter;
 +      MLoopUV *luv[3], dummyluv = {{0}};
 +      MLoopCol *lcol[3], dummylcol = {0};
 +      int i, has_vcol = CustomData_has_layer(&bm->ldata, CD_MLOOPCOL);
 +      int has_uv = CustomData_has_layer(&bm->pdata, CD_MTEXPOLY);
 +      
 +      luv[0] = luv[1] = luv[2] = &dummyluv;
 +      lcol[0] = lcol[1] = lcol[2] = &dummylcol;
 +
 +      dummylcol.a = dummylcol.r = dummylcol.g = dummylcol.b = 255;
 +
 +      /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
 +      glShadeModel(GL_SMOOTH);
 +      
 +      i = 0;
 +      BM_ITER(efa, &iter, bm, BM_FACES_OF_MESH, NULL)
 +              BM_SetIndex(efa, i++);
 +
 +      if (vertexCos) {
 +              i = 0;
 +              BM_ITER(eve, &iter, bm, BM_VERTS_OF_MESH, NULL)
 +                      BM_SetIndex(eve, i++);
 +                              
 +              glBegin(GL_TRIANGLES);
 +              for (i=0; i<em->tottri; i++) {
 +                      BMLoop **ls = em->looptris[i];
 +                      MTexPoly *tp= CustomData_bmesh_get(&bm->pdata, ls[0]->f->head.data, CD_MTEXPOLY);
 +                      MTFace mtf = {{{0}}};
 +                      /*unsigned char *cp= NULL;*/ /*UNUSED*/
 +                      int drawSmooth= BM_TestHFlag(ls[0]->f, BM_SMOOTH);
 +                      int flag;
 +
 +                      efa = ls[0]->f;
 +                      
 +                      if (has_uv) {
 +                              mtf.flag = tp->flag;
 +                              mtf.tpage = tp->tpage;
 +                              mtf.transp = tp->transp;
 +                              mtf.mode = tp->mode;
 +                              mtf.tile = tp->tile;
 +                              mtf.unwrap = tp->unwrap;
 +                      }
 +
 +                      if(drawParams)
 +                              flag= drawParams(&mtf, has_vcol, efa->mat_nr);
 +                      else if(drawParamsMapped)
 +                              flag= drawParamsMapped(userData, BM_GetIndex(efa));
 +                      else
 +                              flag= 1;
 +
 +                      if(flag != 0) { /* flag 0 == the face is hidden or invisible */
 +                              
 +                              /* we always want smooth here since otherwise vertex colors dont interpolate */
 +                              if (!has_vcol) {
 +                                      glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
 +                              } 
 +                              
 +                              if (!drawSmooth) {
 +                                      glNormal3fv(bmdm->faceNos[i]);
 +                                      
 +                                      bmdm_get_tri_tex(bm, ls, luv, lcol, has_uv, has_vcol);
 +                                      
 +                                      glTexCoord2fv(luv[0]->uv);
 +                                      glColor3ub(lcol[0]->b, lcol[0]->g, lcol[0]->r);
 +                                      glVertex3fv(vertexCos[BM_GetIndex(ls[0]->v)]);
 +
 +                                      glTexCoord2fv(luv[1]->uv);
 +                                      glColor3ub(lcol[1]->b, lcol[1]->g, lcol[1]->r);
 +                                      glVertex3fv(vertexCos[BM_GetIndex(ls[1]->v)]);
 +
 +                                      glTexCoord2fv(luv[2]->uv);
 +                                      glColor3ub(lcol[2]->b, lcol[2]->g, lcol[2]->r);
 +                                      glVertex3fv(vertexCos[BM_GetIndex(ls[2]->v)]);
 +                              } else {
 +                                      bmdm_get_tri_tex(bm, ls, luv, lcol, has_uv, has_vcol);
 +                                      
 +                                      glTexCoord2fv(luv[0]->uv);
 +                                      glColor3ub(lcol[0]->b, lcol[0]->g, lcol[0]->r);
 +                                      glNormal3fv(vertexNos[BM_GetIndex(ls[0]->v)]);
 +                                      glVertex3fv(vertexCos[BM_GetIndex(ls[0]->v)]);
 +
 +                                      glTexCoord2fv(luv[1]->uv);
 +                                      glColor3ub(lcol[1]->b, lcol[1]->g, lcol[1]->r);
 +                                      glNormal3fv(vertexNos[BM_GetIndex(ls[1]->v)]);
 +                                      glVertex3fv(vertexCos[BM_GetIndex(ls[1]->v)]);
 +
 +                                      glTexCoord2fv(luv[2]->uv);
 +                                      glColor3ub(lcol[2]->b, lcol[2]->g, lcol[2]->r);
 +                                      glNormal3fv(vertexNos[BM_GetIndex(ls[2]->v)]);
 +                                      glVertex3fv(vertexCos[BM_GetIndex(ls[2]->v)]);
 +                              }
 +                      }
 +              }
 +              glEnd();
 +      } else {
 +              i = 0;
 +              BM_ITER(eve, &iter, bm, BM_VERTS_OF_MESH, NULL)
 +                      BM_SetIndex(eve, i++);
 +                              
 +              for (i=0; i<em->tottri; i++) {
 +                      BMLoop **ls = em->looptris[i];
 +                      MTexPoly *tp= CustomData_bmesh_get(&bm->pdata, ls[0]->f->head.data, CD_MTEXPOLY);
 +                      MTFace mtf = {{{0}}};
 +                      /*unsigned char *cp= NULL;*/ /*UNUSED*/
 +                      int drawSmooth= BM_TestHFlag(ls[0]->f, BM_SMOOTH);
 +                      int flag;
 +
 +                      efa = ls[0]->f;
 +                      
 +                      if (has_uv) {
 +                              mtf.flag = tp->flag;
 +                              mtf.tpage = tp->tpage;
 +                              mtf.transp = tp->transp;
 +                              mtf.mode = tp->mode;
 +                              mtf.tile = tp->tile;
 +                              mtf.unwrap = tp->unwrap;
 +                      }
 +
 +                      if(drawParams)
 +                              flag= drawParams(&mtf, has_vcol, efa->mat_nr);
 +                      else if(drawParamsMapped)
 +                              flag= drawParamsMapped(userData, BM_GetIndex(efa));
 +                      else
 +                              flag= 1;
 +
 +                      if(flag != 0) { /* flag 0 == the face is hidden or invisible */
 +                              
 +                              /* we always want smooth here since otherwise vertex colors dont interpolate */
 +                              if (!has_vcol) {
 +                                      glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
 +                              } 
 +                              
 +                              glBegin(GL_TRIANGLES);
 +                              if (!drawSmooth) {
 +                                      glNormal3fv(efa->no);
 +                                      
 +                                      bmdm_get_tri_tex(bm, ls, luv, lcol, has_uv, has_vcol);
 +                                      
 +                                      if (luv[0])
 +                                              glTexCoord2fv(luv[0]->uv);
 +                                      if (lcol[0])
 +                                              glColor3ub(lcol[0]->b, lcol[0]->g, lcol[0]->r);
 +                                      else glColor3ub(0, 0, 0);
 +                                      glVertex3fv(ls[0]->v->co);
 +
 +                                      if (luv[1])
 +                                              glTexCoord2fv(luv[1]->uv);
 +                                      if (lcol[1])
 +                                              glColor3ub(lcol[1]->b, lcol[1]->g, lcol[1]->r);
 +                                      else glColor3ub(0, 0, 0);
 +                                      glVertex3fv(ls[1]->v->co);
 +
 +                                      if (luv[2])
 +                                              glTexCoord2fv(luv[2]->uv);
 +                                      if (lcol[2])
 +                                              glColor3ub(lcol[2]->b, lcol[2]->g, lcol[2]->r);
 +                                      else glColor3ub(0, 0, 0);
 +                                      glVertex3fv(ls[2]->v->co);
 +                              } else {
 +                                      bmdm_get_tri_tex(bm, ls, luv, lcol, has_uv, has_vcol);
 +                                      
 +                                      if (luv[0])
 +                                              glTexCoord2fv(luv[0]->uv);
 +                                      if (lcol[0])
 +                                              glColor3ub(lcol[0]->b, lcol[0]->g, lcol[0]->r);
 +                                      else glColor3ub(0, 0, 0);
 +                                      glNormal3fv(ls[0]->v->no);
 +                                      glVertex3fv(ls[0]->v->co);
 +
 +                                      if (luv[1])
 +                                              glTexCoord2fv(luv[1]->uv);
 +                                      if (lcol[1])
 +                                              glColor3ub(lcol[1]->b, lcol[1]->g, lcol[1]->r);
 +                                      else glColor3ub(0, 0, 0);
 +                                      glNormal3fv(ls[1]->v->no);
 +                                      glVertex3fv(ls[1]->v->co);
 +
 +                                      if (luv[2])
 +                                              glTexCoord2fv(luv[2]->uv);
 +                                      if (lcol[2])
 +                                              glColor3ub(lcol[2]->b, lcol[2]->g, lcol[2]->r);
 +                                      else glColor3ub(0, 0, 0);
 +                                      glNormal3fv(ls[2]->v->no);
 +                                      glVertex3fv(ls[2]->v->co);
 +                              }
 +                              glEnd();
 +                      }
 +              }
 +      }
 +}
 +
 +static void bmDM_drawFacesTex(DerivedMesh *dm, int (*setDrawOptions)(MTFace *tface, int has_vcol, int matnr))
 +{
 +      bmDM_drawFacesTex_common(dm, setDrawOptions, NULL, NULL);
 +}
 +
 +static void bmDM_drawMappedFacesTex(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void *userData)
 +{
 +      bmDM_drawFacesTex_common(dm, NULL, setDrawOptions, userData);
 +}
 +
 +static void bmDM_drawMappedFacesGLSL(DerivedMesh *dm,
 +               int (*setMaterial)(int, void *attribs),
 +               int (*setDrawOptions)(void *userData, int index), void *userData)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMesh *bm= bmdm->tc->bm;
 +      BMEditMesh *em = bmdm->tc;
 +      float (*vertexCos)[3]= bmdm->vertexCos;
 +      float (*vertexNos)[3]= bmdm->vertexNos;
 +      BMVert *eve;
 +      BMFace *efa;
 +      BMIter iter;
 +      BMLoop **ltri;
 +      DMVertexAttribs attribs;
 +      GPUVertexAttribs gattribs;
 +
 +      int i, b, matnr, new_matnr, dodraw;
 +
 +      dodraw = 0;
 +      matnr = -1;
 +
 +      memset(&attribs, 0, sizeof(attribs));
 +
 +      /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
 +      glShadeModel(GL_SMOOTH);
 +      BM_ITER_INDEX(eve, &iter, bm, BM_VERTS_OF_MESH, NULL, i) {
 +               BM_SetIndex(eve, i);
 +      }
 +
 +#define PASSATTRIB(loop, eve, vert) {                                                                                 \
 +      if(attribs.totorco) {                                                                                                           \
 +              float *orco = attribs.orco.array[BM_GetIndex(eve)];                                             \
 +              glVertexAttrib3fvARB(attribs.orco.glIndex, orco);                                               \
 +      }                                                                                                                                                       \
 +      for(b = 0; b < attribs.tottface; b++) {                                                                         \
 +              MLoopUV *_luv = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, CD_MLOOPUV, b);\
 +              glVertexAttrib2fvARB(attribs.tface[b].glIndex, _luv->uv);                               \
 +      }                                                                                                                                                       \
 +      for(b = 0; b < attribs.totmcol; b++) {                                                                          \
 +              MLoopCol *_cp = CustomData_bmesh_get_n(&bm->ldata, loop->head.data, CD_MLOOPCOL, b);\
 +              GLubyte _col[4];                                                                                                                \
 +              _col[0]= _cp->b; _col[1]= _cp->g; _col[2]= _cp->r; _col[3]= _cp->a;             \
 +              glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, _col);                                   \
 +      }                                                                                                                                                       \
 +      if(attribs.tottang) {                                                                                                           \
 +              float *tang = attribs.tang.array[i*4 + vert];                                                   \
 +              glVertexAttrib3fvARB(attribs.tang.glIndex, tang);                                               \
 +      }                                                                                                                                                       \
 +      }
 +      
 +      BM_ITER_INDEX(efa, &iter, bm, BM_FACES_OF_MESH, NULL, i) {
 +              BM_SetIndex(efa, i);
 +      }
 +      
 +      for (i=0, ltri=em->looptris[0]; i<em->tottri; i++, ltri += 3) {
 +              int drawSmooth;
 +
 +              efa = ltri[0]->f;
 +              drawSmooth= BM_TestHFlag(efa, BM_SMOOTH);
 +              
 +              if(setDrawOptions && !setDrawOptions(userData, BM_GetIndex(efa)))
 +                      continue;
 +
 +              new_matnr = efa->mat_nr + 1;
 +              if(new_matnr != matnr) {
 +                      dodraw = setMaterial(matnr = new_matnr, &gattribs);
 +                      if(dodraw)
 +                              DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
 +              }
 +
 +              if(dodraw) {
 +                      glBegin(GL_TRIANGLES);
 +                      if (!drawSmooth) {
 +                              if(vertexCos) glNormal3fv(bmdm->faceNos[i]);
 +                              else glNormal3fv(efa->no);
 +
 +                              PASSATTRIB(ltri[0], ltri[0]->v, 0);
 +                              if(vertexCos) glVertex3fv(vertexCos[BM_GetIndex(ltri[0]->v)]);
 +                              else glVertex3fv(ltri[0]->v->co);
 +
 +                              PASSATTRIB(ltri[1], ltri[1]->v, 1);
 +                              if(vertexCos) glVertex3fv(vertexCos[BM_GetIndex(ltri[1]->v)]);
 +                              else glVertex3fv(ltri[1]->v->co);
 +
 +                              PASSATTRIB(ltri[2], ltri[2]->v, 2);
 +                              if(vertexCos) glVertex3fv(vertexCos[BM_GetIndex(ltri[2]->v)]);
 +                              else glVertex3fv(ltri[2]->v->co);
 +                      } else {
 +                              PASSATTRIB(ltri[0], ltri[0]->v, 0);
 +                              if(vertexCos) {
 +                                      glNormal3fv(vertexNos[BM_GetIndex(ltri[0]->v)]);
 +                                      glVertex3fv(vertexCos[BM_GetIndex(ltri[0]->v)]);
 +                              }
 +                              else {
 +                                      glNormal3fv(ltri[0]->v->no);
 +                                      glVertex3fv(ltri[0]->v->co);
 +                              }
 +
 +                              PASSATTRIB(ltri[1], ltri[1]->v, 1);
 +                              if(vertexCos) {
 +                                      glNormal3fv(vertexNos[BM_GetIndex(ltri[1]->v)]);
 +                                      glVertex3fv(vertexCos[BM_GetIndex(ltri[1]->v)]);
 +                              }
 +                              else {
 +                                      glNormal3fv(ltri[1]->v->no);
 +                                      glVertex3fv(ltri[1]->v->co);
 +                              }
 +
 +                              PASSATTRIB(ltri[2], ltri[2]->v, 2);
 +                              if(vertexCos) {
 +                                      glNormal3fv(vertexNos[BM_GetIndex(ltri[2]->v)]);
 +                                      glVertex3fv(vertexCos[BM_GetIndex(ltri[2]->v)]);
 +                              }
 +                              else {
 +                                      glNormal3fv(ltri[2]->v->no);
 +                                      glVertex3fv(ltri[2]->v->co);
 +                              }
 +                      }
 +                      glEnd();
 +              }
 +      }
 +}
 +
 +static void bmDM_drawFacesGLSL(DerivedMesh *dm,
 +               int (*setMaterial)(int, void *attribs))
 +{
 +      dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
 +}
 +
++
++static void bmDM_drawMappedFacesMat(DerivedMesh *dm,
++                         void (*setMaterial)(void *userData, int, void *attribs),
++                         int (*setFace)(void *userData, int index), void *userData)
++{
++      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
++      EditMesh *em= bmdm->em;
++      float (*vertexCos)[3]= bmdm->vertexCos;
++      float (*vertexNos)[3]= bmdm->vertexNos;
++      EditVert *eve;
++      EditFace *efa;
++      DMVertexAttribs attribs= {{{0}}};
++      GPUVertexAttribs gattribs;
++      int i, b, matnr, new_matnr;
++
++      matnr = -1;
++
++      /* always use smooth shading even for flat faces, else vertex colors wont interpolate */
++      glShadeModel(GL_SMOOTH);
++
++      for (i=0,eve=em->verts.first; eve; eve= eve->next)
++              eve->tmp.l = (intptr_t) i++;
++
++#define PASSATTRIB(efa, eve, vert) {                                                                                  \
++      if(attribs.totorco) {                                                                                                           \
++              float *orco = attribs.orco.array[eve->tmp.l];                                                   \
++              if(attribs.orco.glTexco)                                                                                                \
++                      glTexCoord3fv(orco);                                                                                            \
++              else                                                                                                                                    \
++                      glVertexAttrib3fvARB(attribs.orco.glIndex, orco);                                       \
++      }                                                                                                                                                       \
++      for(b = 0; b < attribs.tottface; b++) {                                                                         \
++              MTFace *_tf = (MTFace*)((char*)efa->data + attribs.tface[b].emOffset);  \
++              if(attribs.tface[b].glTexco)                                                                                    \
++                      glTexCoord2fv(_tf->uv[vert]);                                                                           \
++              else                                                                                                                                    \
++                      glVertexAttrib2fvARB(attribs.tface[b].glIndex, _tf->uv[vert]);          \
++      }                                                                                                                                                       \
++      for(b = 0; b < attribs.totmcol; b++) {                                                                          \
++              MCol *cp = (MCol*)((char*)efa->data + attribs.mcol[b].emOffset);                \
++              GLubyte col[4];                                                                                                                 \
++              col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;                             \
++              glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col);                                    \
++      }                                                                                                                                                       \
++      if(attribs.tottang) {                                                                                                           \
++              float *tang = attribs.tang.array[i*4 + vert];                                                   \
++              glVertexAttrib4fvARB(attribs.tang.glIndex, tang);                                               \
++      }                                                                                                                                                       \
++}
++
++      for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
++              int drawSmooth= (efa->flag & ME_SMOOTH);
++
++              /* face hiding */
++              if(setFace && !setFace(userData, i))
++                      continue;
++
++              /* material */
++              new_matnr = efa->mat_nr + 1;
++              if(new_matnr != matnr) {
++                      setMaterial(userData, matnr = new_matnr, &gattribs);
++                      DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
++              }
++
++              /* face */
++              glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
++              if (!drawSmooth) {
++                      if(vertexCos) glNormal3fv(bmdm->faceNos[i]);
++                      else glNormal3fv(efa->n);
++
++                      PASSATTRIB(efa, efa->v1, 0);
++                      if(vertexCos) glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
++                      else glVertex3fv(efa->v1->co);
++
++                      PASSATTRIB(efa, efa->v2, 1);
++                      if(vertexCos) glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
++                      else glVertex3fv(efa->v2->co);
++
++                      PASSATTRIB(efa, efa->v3, 2);
++                      if(vertexCos) glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
++                      else glVertex3fv(efa->v3->co);
++
++                      if(efa->v4) {
++                              PASSATTRIB(efa, efa->v4, 3);
++                              if(vertexCos) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
++                              else glVertex3fv(efa->v4->co);
++                      }
++              } else {
++                      PASSATTRIB(efa, efa->v1, 0);
++                      if(vertexCos) {
++                              glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
++                              glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
++                      }
++                      else {
++                              glNormal3fv(efa->v1->no);
++                              glVertex3fv(efa->v1->co);
++                      }
++
++                      PASSATTRIB(efa, efa->v2, 1);
++                      if(vertexCos) {
++                              glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
++                              glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
++                      }
++                      else {
++                              glNormal3fv(efa->v2->no);
++                              glVertex3fv(efa->v2->co);
++                      }
++
++                      PASSATTRIB(efa, efa->v3, 2);
++                      if(vertexCos) {
++                              glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
++                              glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
++                      }
++                      else {
++                              glNormal3fv(efa->v3->no);
++                              glVertex3fv(efa->v3->co);
++                      }
++
++                      if(efa->v4) {
++                              PASSATTRIB(efa, efa->v4, 3);
++                              if(vertexCos) {
++                                      glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
++                                      glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
++                              }
++                              else {
++                                      glNormal3fv(efa->v4->no);
++                                      glVertex3fv(efa->v4->co);
++                              }
++                      }
++              }
++              glEnd();
++      }
++#undef PASSATTRIB
++}
++
 +static void bmDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMVert *eve;
 +      BMIter iter;
 +      int i;
 +
 +      if (bmdm->tc->bm->totvert) {
 +              eve = BMIter_New(&iter, bmdm->tc->bm, BM_VERTS_OF_MESH, NULL);
 +              for (i=0; eve; eve=BMIter_Step(&iter), i++) {
 +                      if (bmdm->vertexCos) {
 +                              DO_MINMAX(bmdm->vertexCos[i], min_r, max_r);
 +                      } else {
 +                              DO_MINMAX(eve->co, min_r, max_r);
 +                      }
 +              }
 +      } else {
 +              min_r[0] = min_r[1] = min_r[2] = max_r[0] = max_r[1] = max_r[2] = 0.0;
 +      }
 +}
 +static int bmDM_getNumVerts(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +
 +      return bmdm->tc->bm->totvert;
 +}
 +
 +static int bmDM_getNumEdges(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +
 +      return bmdm->tc->bm->totedge;
 +}
 +
 +static int bmDM_getNumTessFaces(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      
 +      return bmdm->tc->tottri;
 +}
 +
 +static int bmDM_getNumFaces(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      
 +      return bmdm->tc->bm->totface;
 +}
 +
 +static int bmvert_to_mvert(BMesh *bm, BMVert *ev, MVert *vert_r)
 +{
 +      copy_v3_v3(vert_r->co, ev->co);
 +
 +      vert_r->no[0] = (short)(ev->no[0] * 32767.0f);
 +      vert_r->no[1] = (short)(ev->no[1] * 32767.0f);
 +      vert_r->no[2] = (short)(ev->no[2] * 32767.0f);
 +
 +      vert_r->flag = BMFlags_To_MEFlags(ev);
 +
 +      if (CustomData_has_layer(&bm->vdata, CD_BWEIGHT)) {
 +              vert_r->bweight = (unsigned char) (BM_GetCDf(&bm->vdata, ev, CD_BWEIGHT)*255.0f);
 +      }
 +
 +      return 1;
 +}
 +
 +static void bmDM_getVert(DerivedMesh *dm, int index, MVert *vert_r)
 +{
 +      BMVert *ev;
 +
 +      if (index < 0 || index >= ((EditDerivedBMesh *)dm)->tv) {
 +              printf("error in bmDM_getVert.\n");
 +              return;
 +      }
 +
 +      ev = ((EditDerivedBMesh *)dm)->vtable[index];
 +      bmvert_to_mvert(((EditDerivedBMesh *)dm)->tc->bm, ev, vert_r);
 +}
 +
 +static void bmDM_getEdge(DerivedMesh *dm, int index, MEdge *edge_r)
 +{
 +      EditDerivedBMesh *bmdm = (EditDerivedBMesh *)dm;
 +      BMesh *bm = ((EditDerivedBMesh *)dm)->tc->bm;
 +      BMEdge *e;
 +
 +      if (index < 0 || index >= ((EditDerivedBMesh *)dm)->te) {
 +              printf("error in bmDM_getEdge.\n");
 +              return;
 +      }
 +
 +      e = bmdm->etable[index];
 +
 +      if (CustomData_has_layer(&bm->edata, CD_BWEIGHT)) {
 +              edge_r->bweight = (unsigned char) (BM_GetCDf(&bm->edata, e, CD_BWEIGHT)*255.0f);
 +      }
 +
 +      if (CustomData_has_layer(&bm->edata, CD_CREASE)) {
 +              edge_r->crease = (unsigned char) (BM_GetCDf(&bm->edata, e, CD_CREASE)*255.0f);
 +      }
 +
 +      edge_r->flag = BMFlags_To_MEFlags(e);
 +      
 +      edge_r->v1 = GET_INT_FROM_POINTER(BLI_ghash_lookup(bmdm->vhash, e->v1));
 +      edge_r->v2 = GET_INT_FROM_POINTER(BLI_ghash_lookup(bmdm->vhash, e->v2));
 +}
 +
 +static void bmDM_getTessFace(DerivedMesh *dm, int index, MFace *face_r)
 +{
 +      EditDerivedBMesh *bmdm = (EditDerivedBMesh *)dm;
 +      BMFace *ef;
 +      BMLoop **l;
 +      
 +      if (index < 0 || index >= ((EditDerivedBMesh *)dm)->tf) {
 +              printf("error in bmDM_getTessFace.\n");
 +              return;
 +      }
 +
 +      l = ((EditDerivedBMesh *)dm)->tc->looptris[index];
 +
 +      ef = l[0]->f;
 +
 +      face_r->mat_nr = (unsigned char) ef->mat_nr;
 +      face_r->flag = BMFlags_To_MEFlags(ef);
 +
 +      face_r->v1 = GET_INT_FROM_POINTER(BLI_ghash_lookup(bmdm->vhash, l[0]->v));
 +      face_r->v2 = GET_INT_FROM_POINTER(BLI_ghash_lookup(bmdm->vhash, l[1]->v));
 +      face_r->v3 = GET_INT_FROM_POINTER(BLI_ghash_lookup(bmdm->vhash, l[2]->v));
 +      face_r->v4 = 0;
 +
 +      test_index_face(face_r, NULL, 0, 3);
 +}
 +
 +static void bmDM_copyVertArray(DerivedMesh *dm, MVert *vert_r)
 +{
 +      BMesh *bm = ((EditDerivedBMesh *)dm)->tc->bm;
 +      BMVert *ev;
 +      BMIter iter;
 +
 +      ev = BMIter_New(&iter, bm, BM_VERTS_OF_MESH, NULL);
 +      for( ; ev; ev = BMIter_Step(&iter), ++vert_r) {
 +              copy_v3_v3(vert_r->co, ev->co);
 +
 +              vert_r->no[0] = (short) (ev->no[0] * 32767.0);
 +              vert_r->no[1] = (short) (ev->no[1] * 32767.0);
 +              vert_r->no[2] = (short) (ev->no[2] * 32767.0);
 +
 +              vert_r->flag = BMFlags_To_MEFlags(ev);
 +
 +              if (CustomData_has_layer(&bm->vdata, CD_BWEIGHT)) {
 +                      vert_r->bweight = (unsigned char) (BM_GetCDf(&bm->vdata, ev, CD_BWEIGHT)*255.0f);
 +              }
 +      }
 +}
 +
 +static void bmDM_copyEdgeArray(DerivedMesh *dm, MEdge *edge_r)
 +{
 +      BMesh *bm = ((EditDerivedBMesh *)dm)->tc->bm;
 +      BMEdge *ee;
 +      BMIter iter;
 +      BMVert *ev;
 +      int has_bweight = CustomData_has_layer(&bm->edata, CD_BWEIGHT);
 +      int i, has_crease = CustomData_has_layer(&bm->edata, CD_CREASE);
 +
 +      /* store vertex indices in tmp union */
 +      ev = BMIter_New(&iter, bm, BM_VERTS_OF_MESH, NULL);
 +      for (i=0; ev; ev=BMIter_Step(&iter), i++)
 +              BM_SetIndex(ev, i);
 +
 +      ee = BMIter_New(&iter, bm, BM_EDGES_OF_MESH, NULL);
 +      for( ; ee; ee=BMIter_Step(&iter), edge_r++) {
 +              if (has_bweight) {
 +                      edge_r->bweight = (unsigned char) (BM_GetCDf(&bm->edata, ee, CD_BWEIGHT)*255.0f);
 +              }
 +
 +              if (has_crease) {
 +                      edge_r->crease = (unsigned char) (BM_GetCDf(&bm->edata, ee, CD_CREASE)*255.0f);
 +              }
 +
 +              edge_r->flag = BMFlags_To_MEFlags(ee);
 +
 +              edge_r->v1 = (int)BM_GetIndex(ee->v1);
 +              edge_r->v2 = (int)BM_GetIndex(ee->v2);
 +      }
 +}
 +
 +static void bmDM_copyFaceArray(DerivedMesh *dm, MFace *face_r)
 +{
 +      EditDerivedBMesh *bmdm = (EditDerivedBMesh *)dm;
 +      BMesh *bm = ((EditDerivedBMesh *)dm)->tc->bm;
 +      BMFace *ef;
 +      BMVert *ev;
 +      BMIter iter;
 +      BMLoop **l;
 +      int i;
 +
 +      /* store vertexes indices in tmp union */
 +      i = 0;
 +      BM_ITER(ev, &iter, bm, BM_VERTS_OF_MESH, NULL)
 +              BM_SetIndex(ev, i++);
 +
 +      for (i=0; i<bmdm->tc->tottri; i++, face_r++) {
 +              l = bmdm->tc->looptris[i];
 +              ef = l[0]->f;
 +
 +              face_r->mat_nr = (unsigned char) ef->mat_nr;
 +
 +              face_r->flag = BMFlags_To_MEFlags(ef);
 +
 +              face_r->v1 = BM_GetIndex(l[0]->v);
 +              face_r->v2 = BM_GetIndex(l[1]->v);
 +              face_r->v3 = BM_GetIndex(l[2]->v);
 +              face_r->v4 = 0;
 +
 +              test_index_face(face_r, NULL, 0, 3);
 +      }
 +}
 +
 +
 +static void bmDM_copyLoopArray(DerivedMesh *dm, MLoop *loop_r)
 +{
 +      /* EditDerivedBMesh *bmdm = (EditDerivedBMesh *)dm; */ /* UNUSED */
 +      BMesh *bm = ((EditDerivedBMesh *)dm)->tc->bm;
 +      BMIter iter, liter;
 +      BMVert *v;
 +      BMFace *f;
 +      BMLoop *l;
 +      BMEdge *e;
 +      int i;
 +
 +      i = 0;
 +      BM_ITER(v, &iter, bm, BM_VERTS_OF_MESH, NULL) {
 +              BM_SetIndex(v, i++);
 +      }
 +
 +      i = 0;
 +      BM_ITER(e, &iter, bm, BM_EDGES_OF_MESH, NULL) {
 +              BM_SetIndex(e, i++);
 +      }
 +
 +      BM_ITER(f, &iter, bm, BM_FACES_OF_MESH, NULL) {
 +              BM_ITER(l, &liter, bm, BM_LOOPS_OF_FACE, f) {
 +                      loop_r->v = BM_GetIndex(l->v);
 +                      loop_r->e = BM_GetIndex(l->e);
 +                      loop_r++;
 +              }
 +      }
 +}
 +
 +static void bmDM_copyPolyArray(DerivedMesh *dm, MPoly *poly_r)
 +{
 +      /* EditDerivedBMesh *bmdm = (EditDerivedBMesh *)dm; */ /* UNUSED */
 +      BMesh *bm = ((EditDerivedBMesh *)dm)->tc->bm;
 +      BMIter iter;
 +      BMFace *f;
 +      int i;
 +
 +      i = 0;
 +      BM_ITER(f, &iter, bm, BM_FACES_OF_MESH, NULL) {
 +              poly_r->flag = BMFlags_To_MEFlags(f);
 +              poly_r->loopstart = i;
 +              poly_r->totloop = f->len;
 +              poly_r->mat_nr = f->mat_nr;
 +
 +              poly_r++;
 +              i += f->len;
 +      }
 +}
 +
 +static void *bmDM_getFaceDataArray(DerivedMesh *dm, int type)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh*) dm;
 +      BMesh *bm= bmdm->tc->bm;
 +      BMFace *efa;
 +      char *data, *bmdata;
 +      void *datalayer;
 +      int index /*, offset*/ /*UNUSED */, size, i;
 +
 +      datalayer = DM_get_tessface_data_layer(dm, type);
 +      if(datalayer)
 +              return datalayer;
 +
 +      /* layers are store per face for editmesh, we convert to a tbmporary
 +       * data layer array in the derivedmesh when these are requested */
 +      if(type == CD_MTFACE || type == CD_MCOL) {
 +              index = CustomData_get_layer_index(&bm->pdata, type);
 +
 +              if(index != -1) {
 +                      /* offset = bm->pdata.layers[index].offset; */ /* UNUSED */
 +                      size = CustomData_sizeof(type);
 +
 +                      DM_add_tessface_layer(dm, type, CD_CALLOC, NULL);
 +                      index = CustomData_get_layer_index(&dm->faceData, type);
 +                      dm->faceData.layers[index].flag |= CD_FLAG_TEMPORARY;
 +
 +                      data = datalayer = DM_get_tessface_data_layer(dm, type);
 +                      for (i=0; i<bmdm->tc->tottri; i++, data+=size) {
 +                              efa = bmdm->tc->looptris[i][0]->f;
 +                              /*BMESH_TODO: need to still add tface data,
 +                                derived from the loops.*/
 +                              bmdata = CustomData_bmesh_get(&bm->pdata, efa->head.data, type);
 +                              memcpy(data, bmdata, size);
 +                      }
 +              }
 +      }
 +
 +      return datalayer;
 +}
 +
 +static void bmDM_getVertCos(DerivedMesh *dm, float (*cos_r)[3])
 +{
 +      EditDerivedBMesh *emdm= (EditDerivedBMesh*) dm;
 +      BMVert *eve;
 +      BMIter iter;
 +      int i;
 +
 +      i= 0;
 +      BM_ITER(eve, &iter, emdm->tc->bm, BM_VERTS_OF_MESH, NULL) {
 +              if (emdm->vertexCos) {
 +                      copy_v3_v3(cos_r[i], emdm->vertexCos[i]);
 +              } else {
 +                      copy_v3_v3(cos_r[i], eve->co);
 +              }
 +              
 +              i++;
 +      }
 +}
 +
 +static void bmDM_release(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm= (EditDerivedBMesh *)dm;
 +
 +      if (DM_release(dm)) {
 +              if (bmdm->vertexCos) {
 +                      MEM_freeN(bmdm->vertexCos);
 +                      MEM_freeN(bmdm->vertexNos);
 +                      MEM_freeN(bmdm->faceNos);
 +              }
 +              
 +              if (bmdm->fhash) BLI_ghash_free(bmdm->fhash, NULL, NULL);
 +              if (bmdm->ehash) BLI_ghash_free(bmdm->ehash, NULL, NULL);
 +              if (bmdm->vhash) BLI_ghash_free(bmdm->vhash, NULL, NULL);
 +
 +              if (bmdm->vtable) MEM_freeN(bmdm->vtable);
 +              if (bmdm->etable) MEM_freeN(bmdm->etable);
 +              if (bmdm->ftable) MEM_freeN(bmdm->ftable);
 +              
 +              MEM_freeN(bmdm);
 +      }
 +}
 +
 +static CustomData *bmDm_getVertDataLayout(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm = (EditDerivedBMesh*)dm;
 +
 +      return &bmdm->tc->bm->vdata;
 +}
 +
 +static CustomData *bmDm_getEdgeDataLayout(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm = (EditDerivedBMesh*)dm;
 +
 +      return &bmdm->tc->bm->edata;
 +}
 +
 +static CustomData *bmDm_getTessFaceDataLayout(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm = (EditDerivedBMesh*)dm;
 +
 +      return &bmdm->dm.faceData;
 +}
 +
 +static CustomData *bmDm_getLoopDataLayout(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm = (EditDerivedBMesh*)dm;
 +
 +      return &bmdm->tc->bm->ldata;
 +}
 +
 +static CustomData *bmDm_getFaceDataLayout(DerivedMesh *dm)
 +{
 +      EditDerivedBMesh *bmdm = (EditDerivedBMesh*)dm;
 +
 +      return &bmdm->tc->bm->pdata;
 +}
 +
 +
 +DerivedMesh *getEditDerivedBMesh(BMEditMesh *em, Object *UNUSED(ob),
 +                                           float (*vertexCos)[3])
 +{
 +      EditDerivedBMesh *bmdm = MEM_callocN(sizeof(*bmdm), __func__);
 +      BMesh *bm = em->bm;
 +      
 +      bmdm->tc = em;
 +
 +      DM_init((DerivedMesh*)bmdm, DM_TYPE_EDITBMESH, em->bm->totvert, 
 +               em->bm->totedge, em->tottri, em->bm->totloop, em->bm->totface);
 +      
 +      CustomData_from_bmeshpoly(&bmdm->dm.faceData, &em->bm->pdata, &em->bm->ldata, 0);
 +      
 +      bmdm->dm.numVertData = bm->totvert;
 +      bmdm->dm.numEdgeData = bm->totedge;
 +      bmdm->dm.numFaceData = em->tottri;
 +      bmdm->dm.numLoopData = bm->totloop;
 +      bmdm->dm.numPolyData = bm->totface;
 +      
 +      bmdm->dm.getVertCos = bmDM_getVertCos;
 +      bmdm->dm.getMinMax = bmDM_getMinMax;
 +
 +      bmdm->dm.getVertDataLayout = bmDm_getVertDataLayout;
 +      bmdm->dm.getEdgeDataLayout = bmDm_getEdgeDataLayout;
 +      bmdm->dm.getTessFaceDataLayout = bmDm_getTessFaceDataLayout;
 +      bmdm->dm.getLoopDataLayout = bmDm_getLoopDataLayout;
 +      bmdm->dm.getFaceDataLayout = bmDm_getFaceDataLayout;
 +
 +      bmdm->dm.getNumVerts = bmDM_getNumVerts;
 +      bmdm->dm.getNumEdges = bmDM_getNumEdges;
 +      bmdm->dm.getNumTessFaces = bmDM_getNumTessFaces;
 +      bmdm->dm.getNumFaces = bmDM_getNumFaces;
 +
 +      bmdm->dm.getVert = bmDM_getVert;
 +      bmdm->dm.getEdge = bmDM_getEdge;
 +      bmdm->dm.getTessFace = bmDM_getTessFace;
 +      bmdm->dm.copyVertArray = bmDM_copyVertArray;
 +      bmdm->dm.copyEdgeArray = bmDM_copyEdgeArray;
 +      bmdm->dm.copyTessFaceArray = bmDM_copyFaceArray;
 +      bmdm->dm.copyLoopArray = bmDM_copyLoopArray;
 +      bmdm->dm.copyPolyArray = bmDM_copyPolyArray;
 +
 +      bmdm->dm.getTessFaceDataArray = bmDM_getFaceDataArray;
 +
 +      bmdm->dm.recalcTesselation = bmDM_recalcTesselation;
 +
 +      bmdm->dm.foreachMappedVert = bmDM_foreachMappedVert;
 +      bmdm->dm.foreachMappedEdge = bmDM_foreachMappedEdge;
 +      bmdm->dm.foreachMappedFaceCenter = bmDM_foreachMappedFaceCenter;
 +
 +      bmdm->dm.drawEdges = bmDM_drawEdges;
 +      bmdm->dm.drawMappedEdges = bmDM_drawMappedEdges;
 +      bmdm->dm.drawMappedEdgesInterp = bmDM_drawMappedEdgesInterp;
 +      bmdm->dm.drawMappedFaces = bmDM_drawMappedFaces;
 +      bmdm->dm.drawMappedFacesTex = bmDM_drawMappedFacesTex;
 +      bmdm->dm.drawMappedFacesGLSL = bmDM_drawMappedFacesGLSL;
++      bmdm->dm.drawMappedFacesMat = bmDM_drawMappedFacesMat;
 +      bmdm->dm.drawFacesTex = bmDM_drawFacesTex;
 +      bmdm->dm.drawFacesGLSL = bmDM_drawFacesGLSL;
 +      bmdm->dm.drawUVEdges = bmDM_drawUVEdges;
 +
 +      bmdm->dm.release = bmDM_release;
 +      
 +      bmdm->vertexCos = vertexCos;
 +
 +      if(CustomData_has_layer(&bm->vdata, CD_MDEFORMVERT)) {
 +              BMIter iter;
 +              BMVert *eve;
 +              int i;
 +
 +              DM_add_vert_layer(&bmdm->dm, CD_MDEFORMVERT, CD_CALLOC, NULL);
 +              
 +              eve = BMIter_New(&iter, bmdm->tc->bm, BM_VERTS_OF_MESH, NULL);
 +              for (i=0; eve; eve=BMIter_Step(&iter), i++)
 +                      DM_set_vert_data(&bmdm->dm, i, CD_MDEFORMVERT,
 +                                       CustomData_bmesh_get(&bm->vdata, eve->head.data, CD_MDEFORMVERT));
 +      }
 +
 +      if(vertexCos) {
 +              BMVert *eve;
 +              BMIter iter;
 +              int totface = bmdm->tc->tottri;
 +              int i;
 +              
 +              eve=BMIter_New(&iter, bm, BM_VERTS_OF_MESH, NULL);
 +              for (i=0; eve; eve=BMIter_Step(&iter), i++)
 +                      BM_SetIndex(eve, i);
 +
 +              bmdm->vertexNos = MEM_callocN(sizeof(*bmdm->vertexNos)*i, "bmdm_vno");
 +              bmdm->faceNos = MEM_mallocN(sizeof(*bmdm->faceNos)*totface, "bmdm_vno");
 +
 +              for (i=0; i<bmdm->tc->tottri; i++) {
 +                      BMLoop **l = bmdm->tc->looptris[i];
 +                      float *v1 = vertexCos[(int) BM_GetIndex(l[0]->v)];
 +                      float *v2 = vertexCos[(int) BM_GetIndex(l[1]->v)];
 +                      float *v3 = vertexCos[(int) BM_GetIndex(l[2]->v)];
 +                      float *no = bmdm->faceNos[i];
 +                      
 +                      normal_tri_v3( no,v1, v2, v3);
 +                      add_v3_v3v3(bmdm->vertexNos[BM_GetIndex(l[0]->v)], bmdm->vertexNos[BM_GetIndex(l[0]->v)], no);
 +                      add_v3_v3v3(bmdm->vertexNos[BM_GetIndex(l[1]->v)], bmdm->vertexNos[BM_GetIndex(l[1]->v)], no);
 +                      add_v3_v3v3(bmdm->vertexNos[BM_GetIndex(l[2]->v)], bmdm->vertexNos[BM_GetIndex(l[2]->v)], no);
 +              }
 +
 +              eve=BMIter_New(&iter, bm, BM_VERTS_OF_MESH, NULL);
 +              for (i=0; eve; eve=BMIter_Step(&iter), i++) {
 +                      float *no = bmdm->vertexNos[i];
 +                      /* following Mesh convention; we use vertex coordinate itself
 +                       * for normal in this case */
 +                      if (normalize_v3(no)==0.0) {
 +                              copy_v3_v3(no, vertexCos[i]);
 +                              normalize_v3(no);
 +                      }
 +              }
 +      }
 +
 +      //bmdm_recalc_lookups(bmdm);
 +
 +      return (DerivedMesh*) bmdm;
 +}
index 663107290afe5af67614c24773175c42ab817c9e,da2245f8401477e17b8b15bd6e17ee1975a26ed6..291c014add27aa295cf413548c9811155ffd98db
@@@ -1750,9 -1511,158 +1750,158 @@@ static void cgdm_drawFacesGLSL(DerivedM
        dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
  }
  
 -static void ccgDM_drawMappedFacesMat(DerivedMesh *dm, void (*setMaterial)(void *userData, int, void *attribs), int (*setFace)(void *userData, int index), void *userData) {
+       /* Only used by non-editmesh types */
 -static void ccgDM_drawFacesColored(DerivedMesh *dm, int UNUSED(useTwoSided), unsigned char *col1, unsigned char *col2) {
 -      CCGDerivedMesh *ccgdm = (CCGDerivedMesh*) dm;
 -      CCGSubSurf *ss = ccgdm->ss;
++static void cgdm_drawMappedFacesMat(DerivedMesh *dm, void (*setMaterial)(void *userData, int, void *attribs), int (*setFace)(void *userData, int index), void *userData) {
+       CCGDerivedMesh *ccgdm = (CCGDerivedMesh*) dm;
+       CCGSubSurf *ss = ccgdm->ss;
+       CCGFaceIterator *fi = ccgSubSurf_getFaceIterator(ss);
+       GPUVertexAttribs gattribs;
+       DMVertexAttribs attribs= {{{NULL}}};
+       int gridSize = ccgSubSurf_getGridSize(ss);
+       int gridFaces = gridSize - 1;
+       int edgeSize = ccgSubSurf_getEdgeSize(ss);
+       char *faceFlags = ccgdm->faceFlags;
+       int a, b, i, numVerts, matnr, new_matnr, totface;
+       ccgdm_pbvh_update(ccgdm);
+       matnr = -1;
+ #define PASSATTRIB(dx, dy, vert) {                                                                                            \
+       if(attribs.totorco) {                                                                                                           \
+               index = getFaceIndex(ss, f, S, x+dx, y+dy, edgeSize, gridSize);                 \
+               if(attribs.orco.glTexco)                                                                                                \
+                       glTexCoord3fv(attribs.orco.array[index]);                                                       \
+               else                                                                                                                                    \
+                       glVertexAttrib3fvARB(attribs.orco.glIndex, attribs.orco.array[index]);  \
+       }                                                                                                                                                       \
+       for(b = 0; b < attribs.tottface; b++) {                                                                         \
+               MTFace *tf = &attribs.tface[b].array[a];                                                                \
+               if(attribs.tface[b].glTexco)                                                                                    \
+                       glTexCoord2fv(tf->uv[vert]);                                                                            \
+               else                                                                                                                                    \
+                       glVertexAttrib2fvARB(attribs.tface[b].glIndex, tf->uv[vert]);           \
+       }                                                                                                                                                       \
+       for(b = 0; b < attribs.totmcol; b++) {                                                                          \
+               MCol *cp = &attribs.mcol[b].array[a*4 + vert];                                                  \
+               GLubyte col[4];                                                                                                                 \
+               col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;                             \
+               glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col);                                    \
+       }                                                                                                                                                       \
+       if(attribs.tottang) {                                                                                                           \
+               float *tang = attribs.tang.array[a*4 + vert];                                                   \
+               glVertexAttrib4fvARB(attribs.tang.glIndex, tang);                                               \
+       }                                                                                                                                                       \
+ }
+       totface = ccgSubSurf_getNumFaces(ss);
+       for(a = 0, i = 0; i < totface; i++) {
+               CCGFace *f = ccgdm->faceMap[i].face;
+               int S, x, y, drawSmooth;
+               int index = GET_INT_FROM_POINTER(ccgSubSurf_getFaceFaceHandle(ss, f));
+               int origIndex = ccgDM_getFaceMapIndex(ss, f);
+               
+               numVerts = ccgSubSurf_getFaceNumVerts(f);
+               /* get flags */
+               if(faceFlags) {
+                       drawSmooth = (faceFlags[index*2] & ME_SMOOTH);
+                       new_matnr= faceFlags[index*2 + 1] + 1;
+               }
+               else {
+                       drawSmooth = 1;
+                       new_matnr= 1;
+               }
+               /* material */
+               if(new_matnr != matnr) {
+                       setMaterial(userData, matnr = new_matnr, &gattribs);
+                       DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
+               }
+               /* face hiding */
+               if((setFace && (origIndex != ORIGINDEX_NONE) && !setFace(userData, origIndex))) {
+                       a += gridFaces*gridFaces*numVerts;
+                       continue;
+               }
+               /* draw face*/
+               glShadeModel(drawSmooth? GL_SMOOTH: GL_FLAT);
+               for (S=0; S<numVerts; S++) {
+                       DMGridData *faceGridData = ccgSubSurf_getFaceGridDataArray(ss, f, S);
+                       DMGridData *vda, *vdb;
+                       if (drawSmooth) {
+                               for (y=0; y<gridFaces; y++) {
+                                       glBegin(GL_QUAD_STRIP);
+                                       for (x=0; x<gridFaces; x++) {
+                                               vda = &faceGridData[(y+0)*gridSize + x];
+                                               vdb = &faceGridData[(y+1)*gridSize + x];
+                                               
+                                               PASSATTRIB(0, 0, 0);
+                                               glNormal3fv(vda->no);
+                                               glVertex3fv(vda->co);
+                                               PASSATTRIB(0, 1, 1);
+                                               glNormal3fv(vdb->no);
+                                               glVertex3fv(vdb->co);
+                                               if(x != gridFaces-1)
+                                                       a++;
+                                       }
+                                       vda = &faceGridData[(y+0)*gridSize + x];
+                                       vdb = &faceGridData[(y+1)*gridSize + x];
+                                       PASSATTRIB(0, 0, 3);
+                                       glNormal3fv(vda->no);
+                                       glVertex3fv(vda->co);
+                                       PASSATTRIB(0, 1, 2);
+                                       glNormal3fv(vdb->no);
+                                       glVertex3fv(vdb->co);
+                                       glEnd();
+                                       a++;
+                               }
+                       } else {
+                               glBegin(GL_QUADS);
+                               for (y=0; y<gridFaces; y++) {
+                                       for (x=0; x<gridFaces; x++) {
+                                               float *aco = faceGridData[(y+0)*gridSize + x].co;
+                                               float *bco = faceGridData[(y+0)*gridSize + x + 1].co;
+                                               float *cco = faceGridData[(y+1)*gridSize + x + 1].co;
+                                               float *dco = faceGridData[(y+1)*gridSize + x].co;
+                                               ccgDM_glNormalFast(aco, bco, cco, dco);
+                                               PASSATTRIB(0, 1, 1);
+                                               glVertex3fv(dco);
+                                               PASSATTRIB(1, 1, 2);
+                                               glVertex3fv(cco);
+                                               PASSATTRIB(1, 0, 3);
+                                               glVertex3fv(bco);
+                                               PASSATTRIB(0, 0, 0);
+                                               glVertex3fv(aco);
+                                               
+                                               a++;
+                                       }
+                               }
+                               glEnd();
+                       }
+               }
+       }
+ #undef PASSATTRIB
+       ccgFaceIterator_free(fi);
+ }
 +static void cgdm_drawFacesColored(DerivedMesh *dm, int UNUSED(useTwoSided), unsigned char *col1, unsigned char *col2) {
 +      CCGDerivedMesh *cgdm = (CCGDerivedMesh*) dm;
 +      CCGSubSurf *ss = cgdm->ss;
        CCGFaceIterator *fi = ccgSubSurf_getFaceIterator(ss);
        int gridSize = ccgSubSurf_getGridSize(ss);
        unsigned char *cp1, *cp2;
@@@ -2705,18 -2525,19 +2854,19 @@@ static CCGDerivedMesh *getCCGDerivedMes
        ccgdm->dm.drawEdges = ccgDM_drawEdges;
        ccgdm->dm.drawLooseEdges = ccgDM_drawLooseEdges;
        ccgdm->dm.drawFacesSolid = ccgDM_drawFacesSolid;
 -      ccgdm->dm.drawFacesColored = ccgDM_drawFacesColored;
 -      ccgdm->dm.drawFacesTex = ccgDM_drawFacesTex;
 -      ccgdm->dm.drawFacesGLSL = ccgDM_drawFacesGLSL;
 +      ccgdm->dm.drawFacesColored = cgdm_drawFacesColored;
 +      ccgdm->dm.drawFacesTex = cgdm_drawFacesTex;
 +      ccgdm->dm.drawFacesGLSL = cgdm_drawFacesGLSL;
        ccgdm->dm.drawMappedFaces = ccgDM_drawMappedFaces;
 -      ccgdm->dm.drawMappedFacesTex = ccgDM_drawMappedFacesTex;
 -      ccgdm->dm.drawMappedFacesGLSL = ccgDM_drawMappedFacesGLSL;
 -      ccgdm->dm.drawMappedFacesMat = ccgDM_drawMappedFacesMat;
 -      ccgdm->dm.drawUVEdges = ccgDM_drawUVEdges;
 +      ccgdm->dm.drawMappedFacesTex = cgdm_drawMappedFacesTex;
 +      ccgdm->dm.drawMappedFacesGLSL = cgdm_drawMappedFacesGLSL;
++      ccgdm->dm.drawMappedFacesMat = cgdm_drawMappedFacesMat;
 +      ccgdm->dm.drawUVEdges = cgdm_drawUVEdges;
  
 -      ccgdm->dm.drawMappedEdgesInterp = ccgDM_drawMappedEdgesInterp;
 -      ccgdm->dm.drawMappedEdges = ccgDM_drawMappedEdges;
 +      ccgdm->dm.drawMappedEdgesInterp = cgdm_drawMappedEdgesInterp;
 +      ccgdm->dm.drawMappedEdges = cgdm_drawMappedEdges;
        
 -      ccgdm->dm.release = ccgDM_release;
 +      ccgdm->dm.release = cgdm_release;
        
        ccgdm->ss = ss;
        ccgdm->drawInteriorEdges = drawInteriorEdges;
index 44c5113413d05d650d570dd9c37b055091c0c215,0666884351a7520725557ff2745814225db825b6..2f193292eecb5f41a64b2a870d1728062453b5f0
@@@ -36,12 -38,10 +38,14 @@@ struct ImageUser
  struct MTFace;
  struct Object;
  struct Scene;
+ struct SpaceImage;
  struct bContext;
+ struct bNode;
  struct wmKeyConfig;
 +struct BMEditMesh;
 +struct BMLoop;
 +struct BMFace;
 +struct MTexPoly;
  
  /* uvedit_ops.c */
  void ED_operatortypes_uvedit(void);
index 2a0b1169c67a425a6e8fe49d07713369edeec432,6e35865fb4deb253179d56fabe355c0f41319e33..f10cb7cbbe1770b75d8c83315bdd5a68b3aeaba2
@@@ -420,21 -370,20 +422,21 @@@ static int drop_named_image_invoke(bCon
  
        obedit= base->object;
        me= obedit->data;
 -      if(me->edit_mesh==NULL) {
 -              make_editMesh(scene, obedit);
 +      if(me->edit_btmesh==NULL) {
 +              EDBM_MakeEditBMesh(scene->toolsettings, scene, obedit);
                exitmode= 1;
        }
 -      if(me->edit_mesh==NULL)
 +      if(me->edit_btmesh==NULL)
                return OPERATOR_CANCELLED;
 +
        
-       ED_uvedit_assign_image(scene, obedit, ima, NULL);
+       ED_uvedit_assign_image(bmain, scene, obedit, ima, NULL);
  
        if(exitmode) {
 -              load_editMesh(scene, obedit);
 -              free_editMesh(me->edit_mesh);
 -              MEM_freeN(me->edit_mesh);
 -              me->edit_mesh= NULL;
 +              EDBM_LoadEditBMesh(scene, obedit);
 +              EDBM_FreeEditBMesh(me->edit_btmesh);
 +              MEM_freeN(me->edit_btmesh);
 +              me->edit_btmesh= NULL;
        }
  
        /* dummie drop support; ensure view shows a result :) */
index 149560164496d2ee12696d666acd4a8a01adbbfc,c29553a9c875ff2dfde47b6e1205e7f265b61c8c..79b19a7a3675c45e224ee007188654adc38b08e9
@@@ -583,22 -589,36 +587,34 @@@ static void image_refresh(const bContex
        if(ima && (ima->source==IMA_SRC_VIEWER || sima->pin));
        else if(obedit && obedit->type == OB_MESH) {
                Mesh *me= (Mesh*)obedit->data;
 -              EditMesh *em= BKE_mesh_get_editmesh(me);
 +              struct BMEditMesh *em= me->edit_btmesh;
-               MTexPoly *tf;
-               
-               if(em && EDBM_texFaceCheck(em)) {
-                       sima->image= NULL;
-                       
-                       tf = EDBM_get_active_mtexpoly(em, NULL, 1); /* partially selected face is ok */
+               int sloppy= 1; /* partially selected face is ok */
+               if(scene_use_new_shading_nodes(scene)) {
+                       /* new shading system, get image from material */
 -                      EditFace *efa= EM_get_actFace(em, sloppy);
++                      BMFace *efa = BM_get_actFace(em->bm, sloppy);
+                       if(efa)
+                               ED_object_get_active_image(obedit, efa->mat_nr, &sima->image, NULL, NULL);
+               }
+               else {
+                       /* old shading system, we set texface */
 -                      MTFace *tf;
++                      MTexPoly *tf;
                        
-                       if(tf) {
-                               /* don't need to check for pin here, see above */
-                               sima->image= tf->tpage;
 -                      if(em && EM_texFaceCheck(em)) {
++                      if(em && EDBM_texFaceCheck(em)) {
+                               sima->image= NULL;
+                               
 -                              tf = EM_get_active_mtface(em, NULL, NULL, sloppy);
++                              tf = EDBM_get_active_mtexpoly(em, NULL, 1); /* partially selected face is ok */
                                
-                               if(sima->flag & SI_EDITTILE);
-                               else sima->curtile= tf->tile;
+                               if(tf) {
+                                       /* don't need to check for pin here, see above */
+                                       sima->image= tf->tpage;
+                                       
+                                       if(sima->flag & SI_EDITTILE);
+                                       else sima->curtile= tf->tile;
+                               }
                        }
                }
 -
 -              BKE_mesh_end_editmesh(obedit->data, em);
        }
  }
  
index 91088e35405cca73b4627515802b5d30789bdab4,e23824a221031aff294462e61ded59b0cc84690d..31046603216b4543e0249c5b191bf36fa179b3e2
@@@ -45,8 -46,6 +47,7 @@@
  #include "DNA_scene_types.h"
  #include "DNA_screen_types.h"
  #include "DNA_view3d_types.h"
- #include "DNA_object_types.h"
 +#include "DNA_windowmanager_types.h"
  
  #include "BKE_DerivedMesh.h"
  #include "BKE_effect.h"
@@@ -54,7 -53,7 +55,8 @@@
  #include "BKE_material.h"
  #include "BKE_paint.h"
  #include "BKE_property.h"
 +#include "BKE_tessmesh.h"
+ #include "BKE_scene.h"
  
  #include "BIF_gl.h"
  #include "BIF_glutil.h"
index a5ab889417ac3b90d0a5ac7b3c715c2deb9d76f9,173ab809b533d756f301d575c86f22f7dd3f0b4d..65f65d4579c8d776eed28919eca2239efa5a8a5b
  #include "MEM_guardedalloc.h"
  
  #include "DNA_object_types.h"
+ #include "DNA_material_types.h"
  #include "DNA_meshdata_types.h"
+ #include "DNA_node_types.h"
 +#include "DNA_image_types.h"
 +#include "DNA_space_types.h"
  #include "DNA_scene_types.h"
  
  #include "BLI_math.h"
  #include "BKE_depsgraph.h"
  #include "BKE_image.h"
  #include "BKE_library.h"
+ #include "BKE_main.h"
+ #include "BKE_material.h"
  #include "BKE_mesh.h"
 -#include "BKE_node.h"
  #include "BKE_report.h"
 -#include "BKE_scene.h"
 +#include "BKE_tessmesh.h"
  
  #include "ED_image.h"
  #include "ED_mesh.h"
@@@ -96,14 -94,50 +101,51 @@@ int ED_uvedit_test(Object *obedit
        return ret;
  }
  
+ /**************************** object active image *****************************/
+ static int is_image_texture_node(bNode *node)
+ {
+       return ELEM(node->type, SH_NODE_TEX_IMAGE, SH_NODE_TEX_ENVIRONMENT);
+ }
+ int ED_object_get_active_image(Object *ob, int mat_nr, Image **ima, ImageUser **iuser, bNode **node_r)
+ {
+       Material *ma= give_current_material(ob, mat_nr);
+       bNode *node= (ma && ma->use_nodes)? nodeGetActiveTexture(ma->nodetree): NULL;
+       if(node && is_image_texture_node(node)) {
+               if(ima) *ima= (Image*)node->id;
+               if(iuser) *iuser= NULL;
+               if(node_r) *node_r= node;
+               return TRUE;
+       }
+       
+       if(ima) *ima= NULL;
+       if(iuser) *iuser= NULL;
+       if(node_r) *node_r= node;
+       return FALSE;
+ }
+ void ED_object_assign_active_image(Main *bmain, Object *ob, int mat_nr, Image *ima)
+ {
+       Material *ma= give_current_material(ob, mat_nr);
+       bNode *node= (ma && ma->use_nodes)? nodeGetActiveTexture(ma->nodetree): NULL;
+       if(node && is_image_texture_node(node)) {
+               node->id= &ima->id;
+               ED_node_generic_update(bmain, ma->nodetree, node);
+       }
+ }
  /************************* assign image ************************/
  
- void ED_uvedit_assign_image(Scene *scene, Object *obedit, Image *ima, Image *previma)
+ void ED_uvedit_assign_image(Main *bmain, Scene *scene, Object *obedit, Image *ima, Image *previma)
  {
 -      EditMesh *em;
 -      EditFace *efa;
 -      MTFace *tf;
 +      BMEditMesh *em;
 +      BMFace *efa;
 +      BMIter iter;
 +      MTexPoly *tf;
        int update= 0;
        
        /* skip assigning these procedural images... */
        if(!obedit || (obedit->type != OB_MESH))
                return;
  
 -      em= BKE_mesh_get_editmesh(((Mesh*)obedit->data));
 -      if(!em || !em->faces.first) {
 -              BKE_mesh_end_editmesh(obedit->data, em);
 +      em= ((Mesh*)obedit->data)->edit_btmesh;
 +      if(!em || !em->bm->totface) {
                return;
        }
-       
-       /* ensure we have a uv layer */
-       if(!CustomData_has_layer(&em->bm->pdata, CD_MTEXPOLY)) {
-               BM_add_data_layer(em->bm, &em->bm->pdata, CD_MTEXPOLY);
-               BM_add_data_layer(em->bm, &em->bm->ldata, CD_MLOOPUV);
-               update= 1;
-       }
  
-       /* now assign to all visible faces */
-       BM_ITER(efa, &iter, em->bm, BM_FACES_OF_MESH, NULL) {
-               tf = CustomData_bmesh_get(&em->bm->pdata, efa->head.data, CD_MTEXPOLY);
+       if(scene_use_new_shading_nodes(scene)) {
+               /* new shading system, assign image in material */
+               int sloppy= 1;
 -              EditFace *efa= EM_get_actFace(em, sloppy);
++              BMFace *efa= BM_get_actFace(em->bm, sloppy);
  
-               if(uvedit_face_visible(scene, previma, efa, tf)) {
-                       if(ima) {
-                               tf->tpage= ima;
-                               
-                               if(ima->id.us==0) id_us_plus(&ima->id);
-                               else id_lib_extern(&ima->id);
-                       }
-                       else {
-                               tf->tpage= NULL;
-                       }
+               if(efa)
+                       ED_object_assign_active_image(bmain, obedit, efa->mat_nr, ima);
+       }
+       else {
+               /* old shading system, assign image to selected faces */
+               
+               /* ensure we have a uv layer */
 -              if(!CustomData_has_layer(&em->fdata, CD_MTFACE)) {
 -                      EM_add_data_layer(em, &em->fdata, CD_MTFACE, NULL);
++              if(!CustomData_has_layer(&em->bm->pdata, CD_MTEXPOLY)) {
++                      BM_add_data_layer(em->bm, &em->bm->pdata, CD_MTEXPOLY);
++                      BM_add_data_layer(em->bm, &em->bm->ldata, CD_MLOOPUV);
+                       update= 1;
+               }
  
-                       update = 1;
+               /* now assign to all visible faces */
 -              for(efa= em->faces.first; efa; efa= efa->next) {
 -                      tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
++              BM_ITER(efa, &iter, em->bm, BM_FACES_OF_MESH, NULL) {
++                      tf = CustomData_bmesh_get(&em->bm->pdata, efa->head.data, CD_MTEXPOLY);
+                       if(uvedit_face_visible(scene, previma, efa, tf)) {
+                               if(ima) {
+                                       tf->tpage= ima;
+                                       
+                                       if(ima->id.us==0) id_us_plus(&ima->id);
+                                       else id_lib_extern(&ima->id);
+                               }
 -                              else
++                              else {
+                                       tf->tpage= NULL;
++                              }
+                               update = 1;
+                       }
                }
+               /* and update depdency graph */
+               if(update)
+                       DAG_id_tag_update(obedit->data, 0);
        }
  
-       /* and update depdency graph */
-       if(update)
-               DAG_id_tag_update(obedit->data, 0);
 -      BKE_mesh_end_editmesh(obedit->data, em);
  }
  
  /* dotile -   1, set the tile flag (from the space image)
index 84eb418ea41b46771522287aebd863249e8f3848,11cd50a7d4e6d234f12f279b62ea154e5f720a03..977eaf23ba674faa7a505dda65fc54552b6566b4
  #include "BKE_customdata.h"
  #include "BKE_depsgraph.h"
  #include "BKE_image.h"
+ #include "BKE_main.h"
  #include "BKE_mesh.h"
 +#include "BKE_tessmesh.h"
 +
 +#include "BLI_math.h"
 +#include "BLI_edgehash.h"
 +#include "BLI_editVert.h"
 +#include "BLI_scanfill.h"
 +#include "BLI_array.h"
 +#include "BLI_uvproject.h"
  
  #include "PIL_time.h"
  
  
  static int ED_uvedit_ensure_uvs(bContext *C, Scene *scene, Object *obedit)
  {
 -      EditMesh *em= BKE_mesh_get_editmesh((Mesh*)obedit->data);
 -      EditFace *efa;
 -      MTFace *tf;
+       Main *bmain= CTX_data_main(C);
 +      BMEditMesh *em= ((Mesh*)obedit->data)->edit_btmesh;
 +      BMFace *efa;
 +      BMIter iter;
        Image *ima;
        bScreen *sc;
        ScrArea *sa;
        }
        
        if(ima)
-               ED_uvedit_assign_image(scene, obedit, ima, NULL);
+               ED_uvedit_assign_image(bmain, scene, obedit, ima, NULL);
        
        /* select new UV's */
 -      for(efa=em->faces.first; efa; efa=efa->next) {
 -              tf= (MTFace *)CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
 -              uvedit_face_select(scene, efa, tf);
 +      BM_ITER(efa, &iter, em->bm, BM_FACES_OF_MESH, NULL) {
 +              uvedit_face_select(scene, em, efa);
        }
  
 -      BKE_mesh_end_editmesh(obedit->data, em);
        return 1;
  }