patch [#22901] pixel- and aspectratio corrected camera representation in 3dview
[blender.git] / source / blender / editors / space_view3d / drawobject.c
index edb91f2b0c923e1395a86d76e8cb29b071d7cac3..30bfa12300712e7c340a4b3b48083cecfe83aa7e 100644 (file)
@@ -15,7 +15,7 @@
  *
  * 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 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  *
  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
  * All rights reserved.
 #include <string.h>
 #include <math.h>
 
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
 #include "MEM_guardedalloc.h"
 
-#include "IMB_imbuf.h"
-
-
-
-
-#include "DNA_armature_types.h"
-#include "DNA_boid_types.h"
 #include "DNA_camera_types.h"
 #include "DNA_curve_types.h"
 #include "DNA_constraint_types.h" // for drawing constraint
-#include "DNA_effect_types.h"
 #include "DNA_lamp_types.h"
 #include "DNA_lattice_types.h"
 #include "DNA_material_types.h"
-#include "DNA_mesh_types.h"
 #include "DNA_meshdata_types.h"
 #include "DNA_meta_types.h"
-#include "DNA_modifier_types.h"
-#include "DNA_object_types.h"
-#include "DNA_object_force.h"
-#include "DNA_object_fluidsim.h"
-#include "DNA_particle_types.h"
-#include "DNA_space_types.h"
 #include "DNA_scene_types.h"
-#include "DNA_screen_types.h"
 #include "DNA_smoke_types.h"
-#include "DNA_userdef_types.h"
-#include "DNA_view3d_types.h"
 #include "DNA_world_types.h"
 
 #include "BLI_blenlib.h"
 #include "BIF_glutil.h"
 
 #include "GPU_draw.h"
-#include "GPU_material.h"
 #include "GPU_extensions.h"
-#include "gpu_buffers.h"
 
 #include "ED_mesh.h"
 #include "ED_particle.h"
 #include "ED_screen.h"
 #include "ED_sculpt.h"
 #include "ED_types.h"
-#include "ED_util.h"
+#include "ED_curve.h" /* for ED_curve_editnurbs */
 
 #include "UI_resources.h"
-#include "UI_interface_icons.h"
 
 #include "WM_api.h"
 #include "wm_subwindow.h"
 ((vd->drawtype==OB_TEXTURE && dt>OB_SOLID) || \
        (vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
 
-#define CHECK_OB_DRAWFACEDOT(sce, vd, dt) \
-(      (sce->toolsettings->selectmode & SCE_SELECT_FACE) && \
-       (vd->drawtype<=OB_SOLID) && \
-       (((vd->drawtype==OB_SOLID) && (dt>=OB_SOLID) && (vd->flag2 & V3D_SOLID_TEX) && (vd->flag & V3D_ZBUF_SELECT)) == 0) \
-       )
-
 static void draw_bounding_volume(Scene *scene, Object *ob);
 
 static void drawcube_size(float size);
@@ -140,6 +109,26 @@ static void drawcircle_size(float size);
 static void draw_empty_sphere(float size);
 static void draw_empty_cone(float size);
 
+static int check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
+{
+       if((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
+               return 0;
+
+       if(G.f & G_BACKBUFSEL)
+               return 0;
+
+       if((vd->flag & V3D_ZBUF_SELECT) == 0)
+               return 1;
+
+       /* if its drawing textures with zbuf sel, then dont draw dots */
+       if(dt==OB_TEXTURE && vd->drawtype==OB_TEXTURE)
+               return 0;
+
+       if(vd->drawtype>=OB_SOLID && vd->flag2 & V3D_SOLID_TEX)
+               return 0;
+
+       return 1;
+}
 
 /* ************* only use while object drawing **************
  * or after running ED_view3d_init_mats_rv3d
@@ -332,16 +321,114 @@ static float cosval[32] ={
        1.00000000
 };
 
+static void draw_xyz_wire(RegionView3D *rv3d, float mat[][4], float *c, float size, int axis)
+{
+       float v1[3]= {0.f, 0.f, 0.f}, v2[3] = {0.f, 0.f, 0.f};
+       float imat[4][4];
+       float dim;
+       float dx[3], dy[3];
+
+       /* hrms, really only works properly after glLoadMatrixf(rv3d->viewmat); */
+       float pixscale= rv3d->persmat[0][3]*c[0]+ rv3d->persmat[1][3]*c[1]+ rv3d->persmat[2][3]*c[2] + rv3d->persmat[3][3];
+       pixscale*= rv3d->pixsize;
+
+       /* halfway blend between fixed size in worldspace vs viewspace -
+        * alleviates some of the weirdness due to not using viewmat for gl matrix */
+       dim = (0.05*size*0.5) + (size*10.f*pixscale*0.5);
+
+       invert_m4_m4(imat, mat);
+       normalize_v3(imat[0]);
+       normalize_v3(imat[1]);
+       
+       copy_v3_v3(dx, imat[0]);
+       copy_v3_v3(dy, imat[1]);
+       
+       mul_v3_fl(dx, dim);
+       mul_v3_fl(dy, dim);
+
+       switch(axis) {
+               case 0:         /* x axis */
+                       glBegin(GL_LINES);
+                       
+                       /* bottom left to top right */
+                       sub_v3_v3v3(v1, c, dx);
+                       sub_v3_v3(v1, dy);
+                       add_v3_v3v3(v2, c, dx);
+                       add_v3_v3(v2, dy);
+                       
+                       glVertex3fv(v1);
+                       glVertex3fv(v2);
+                       
+                       /* top left to bottom right */
+                       mul_v3_fl(dy, 2.f);
+                       add_v3_v3(v1, dy);
+                       sub_v3_v3(v2, dy);
+                       
+                       glVertex3fv(v1);
+                       glVertex3fv(v2);
+                       
+                       glEnd();
+                       break;
+               case 1:         /* y axis */
+                       glBegin(GL_LINES);
+                       
+                       /* bottom left to top right */
+                       mul_v3_fl(dx, 0.75f);
+                       sub_v3_v3v3(v1, c, dx);
+                       sub_v3_v3(v1, dy);
+                       add_v3_v3v3(v2, c, dx);
+                       add_v3_v3(v2, dy);
+                       
+                       glVertex3fv(v1);
+                       glVertex3fv(v2);
+                       
+                       /* top left to center */
+                       mul_v3_fl(dy, 2.f);
+                       add_v3_v3(v1, dy);
+                       copy_v3_v3(v2, c);
+                       
+                       glVertex3fv(v1);
+                       glVertex3fv(v2);
+                       
+                       glEnd();
+                       break;
+               case 2:         /* z axis */
+                       glBegin(GL_LINE_STRIP);
+                       
+                       /* start at top left */
+                       sub_v3_v3v3(v1, c, dx);
+                       add_v3_v3v3(v1, c, dy);
+                       
+                       glVertex3fv(v1);
+                       
+                       mul_v3_fl(dx, 2.f);
+                       add_v3_v3(v1, dx);
+
+                       glVertex3fv(v1);
+                       
+                       mul_v3_fl(dy, 2.f);
+                       sub_v3_v3(v1, dx);
+                       sub_v3_v3(v1, dy);
+                       
+                       glVertex3fv(v1);
+                       
+                       add_v3_v3(v1, dx);
+               
+                       glVertex3fv(v1);
+                       
+                       glEnd();
+                       break;
+       }
+       
+}
+
 /* flag is same as for draw_object */
-void drawaxes(float size, int flag, char drawtype)
+void drawaxes(RegionView3D *rv3d, float mat[][4], float size, int flag, char drawtype)
 {
        int axis;
        float v1[3]= {0.0, 0.0, 0.0};
        float v2[3]= {0.0, 0.0, 0.0};
        float v3[3]= {0.0, 0.0, 0.0};
-
-       if(G.f & G_RENDER_SHADOW)
-               return;
        
        switch(drawtype) {
        
@@ -351,7 +438,7 @@ void drawaxes(float size, int flag, char drawtype)
                        float v2[3]= {0.0, 0.0, 0.0};
                        
                        glBegin(GL_LINES);
-
+                       
                        v1[axis]= size;
                        v2[axis]= -size;
                        glVertex3fv(v1);
@@ -402,12 +489,12 @@ void drawaxes(float size, int flag, char drawtype)
                break;
        
        case OB_EMPTY_SPHERE:
-                draw_empty_sphere(size);
-            break;
+               draw_empty_sphere(size);
+               break;
 
        case OB_EMPTY_CONE:
-                draw_empty_cone(size);
-            break;
+               draw_empty_cone(size);
+               break;
 
        case OB_ARROWS:
        default:
@@ -417,33 +504,25 @@ void drawaxes(float size, int flag, char drawtype)
                        int arrow_axis= (axis==0)?1:0;
                        
                        glBegin(GL_LINES);
-
+                       
                        v2[axis]= size;
                        glVertex3fv(v1);
                        glVertex3fv(v2);
                                
-                       v1[axis]= size*0.8;
-                       v1[arrow_axis]= -size*0.125;
+                       v1[axis]= size*0.85;
+                       v1[arrow_axis]= -size*0.08;
                        glVertex3fv(v1);
                        glVertex3fv(v2);
                                
-                       v1[arrow_axis]= size*0.125;
+                       v1[arrow_axis]= size*0.08;
                        glVertex3fv(v1);
                        glVertex3fv(v2);
-
+                       
                        glEnd();
                                
                        v2[axis]+= size*0.125;
                        
-                       // patch for 3d cards crashing on glSelect for text drawing (IBM)
-                       if((flag & DRAW_PICKING) == 0) {
-                               if (axis==0)
-                                       view3d_cached_text_draw_add(v2[0], v2[1], v2[2], "x", 0);
-                               else if (axis==1)
-                                       view3d_cached_text_draw_add(v2[0], v2[1], v2[2], "y", 0);
-                               else
-                                       view3d_cached_text_draw_add(v2[0], v2[1], v2[2], "z", 0);
-                       }
+                       draw_xyz_wire(rv3d, mat, v2, size, axis);
                }
                break;
        }
@@ -501,7 +580,6 @@ static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, float *vec, int se
 }
 
 /* *********** text drawing for object/particles/armature ************* */
-
 static ListBase CachedText[3];
 static int CachedTextLevel= 0;
 
@@ -511,6 +589,7 @@ typedef struct ViewCachedString {
        char str[128]; 
        short mval[2];
        short xoffs;
+       short flag;
 } ViewCachedString;
 
 void view3d_cached_text_draw_begin()
@@ -520,7 +599,7 @@ void view3d_cached_text_draw_begin()
        CachedTextLevel++;
 }
 
-void view3d_cached_text_draw_add(float x, float y, float z, char *str, short xoffs)
+void view3d_cached_text_draw_add(float x, float y, float z, char *str, short xoffs, short flag)
 {
        ListBase *strings= &CachedText[CachedTextLevel-1];
        ViewCachedString *vos= MEM_callocN(sizeof(ViewCachedString), "ViewCachedString");
@@ -532,6 +611,7 @@ void view3d_cached_text_draw_add(float x, float y, float z, char *str, short xof
        vos->vec[2]= z;
        glGetFloatv(GL_CURRENT_COLOR, vos->col);
        vos->xoffs= xoffs;
+       vos->flag= flag;
 }
 
 void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, float mat[][4])
@@ -543,7 +623,7 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
        
        /* project first and test */
        for(vos= strings->first; vos; vos= vos->next) {
-               if(mat)
+               if(mat && !(vos->flag & V3D_CACHE_TEXT_WORLDSPACE))
                        mul_m4_v3(mat, vos->vec);
                view3d_project_short_clip(ar, vos->vec, vos->mval, 0);
                if(vos->mval[0]!=IS_CLIPPED)
@@ -551,11 +631,22 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
        }
 
        if(tot) {
+#if 0
+               bglMats mats; /* ZBuffer depth vars */
+               double ux, uy, uz;
+               float depth;
+
+               if(v3d->zbuf)
+                       bgl_get_mats(&mats);
+#endif
                if(rv3d->rflag & RV3D_CLIPPING)
                        for(a=0; a<6; a++)
                                glDisable(GL_CLIP_PLANE0+a);
                
-               wmPushMatrix();
+               glMatrixMode(GL_PROJECTION);
+               glPushMatrix();
+               glMatrixMode(GL_MODELVIEW);
+               glPushMatrix();
                ED_region_pixelspace(ar);
                
                if(depth_write) {
@@ -564,6 +655,15 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
                else glDepthMask(0);
                
                for(vos= strings->first; vos; vos= vos->next) {
+#if 0       // too slow, reading opengl info while drawing is very bad, better to see if we cn use the zbuffer while in pixel space - campbell
+                       if(v3d->zbuf && (vos->flag & V3D_CACHE_TEXT_ZBUF)) {
+                               gluProject(vos->vec[0], vos->vec[1], vos->vec[2], mats.modelview, mats.projection, (GLint *)mats.viewport, &ux, &uy, &uz);
+                               glReadPixels(ar->winrct.xmin+vos->mval[0]+vos->xoffs, ar->winrct.ymin+vos->mval[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
+
+                               if(uz > depth)
+                                       continue;
+                       }
+#endif
                        if(vos->mval[0]!=IS_CLIPPED) {
                                glColor3fv(vos->col);
                                BLF_draw_default((float)vos->mval[0]+vos->xoffs, (float)vos->mval[1], (depth_write)? 0.0f: 2.0f, vos->str);
@@ -575,7 +675,10 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
                }
                else glDepthMask(1);
                
-               wmPopMatrix();
+               glMatrixMode(GL_PROJECTION);
+               glPopMatrix();
+               glMatrixMode(GL_MODELVIEW);
+               glPopMatrix();
 
                if(rv3d->rflag & RV3D_CLIPPING)
                        for(a=0; a<6; a++)
@@ -671,9 +774,7 @@ static void drawshadbuflimits(Lamp *la, float mat[][4])
 {
        float sta[3], end[3], lavec[3];
 
-       lavec[0]= -mat[2][0];
-       lavec[1]= -mat[2][1];
-       lavec[2]= -mat[2][2];
+       negate_v3_v3(lavec, mat[2]);
        normalize_v3(lavec);
 
        sta[0]= mat[3][0]+ la->clipsta*lavec[0];
@@ -766,22 +867,82 @@ static void spotvolume(float *lvec, float *vvec, float inp)
        return;
 }
 
-static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
+static void draw_spot_cone(Lamp *la, float x, float z)
 {
-       Lamp *la;
+       z= fabs(z);
+
+       glBegin(GL_TRIANGLE_FAN);
+       glVertex3f(0.0f, 0.0f, -x);
+
+       if(la->mode & LA_SQUARE) {
+               glVertex3f(z, z, 0);
+               glVertex3f(-z, z, 0);
+               glVertex3f(-z, -z, 0);
+               glVertex3f(z, -z, 0);
+               glVertex3f(z, z, 0);
+       }
+       else {
+               float angle;
+               int a;
+
+               for(a=0; a<33; a++) {
+                       angle= a*M_PI*2/(33-1);
+                       glVertex3f(z*cos(angle), z*sin(angle), 0);
+               }
+       }
+
+       glEnd();
+}
+
+static void draw_transp_spot_volume(Lamp *la, float x, float z)
+{
+       glEnable(GL_CULL_FACE);
+       glEnable(GL_BLEND);
+       glDepthMask(0);
+
+       /* draw backside darkening */
+       glCullFace(GL_FRONT);
+
+       glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
+       glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
+
+       draw_spot_cone(la, x, z);
+
+       /* draw front side lighting */
+       glCullFace(GL_BACK);
+
+       glBlendFunc(GL_ONE,  GL_ONE); 
+       glColor4f(0.2f, 0.2f, 0.2f, 1.0f);
+
+       draw_spot_cone(la, x, z);
+
+       /* restore state */
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glDisable(GL_BLEND);
+       glDepthMask(1);
+       glDisable(GL_CULL_FACE);
+       glCullFace(GL_BACK);
+}
+
+static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt, int flag)
+{
+       Object *ob= base->object;
+       Lamp *la= ob->data;
        float vec[3], lvec[3], vvec[3], circrad, x,y,z;
        float pixsize, lampsize;
        float imat[4][4], curcol[4];
        char col[4];
-
-       if(G.f & G_RENDER_SHADOW)
-               return;
+       int drawcone= (dt>OB_WIRE && !(G.f & G_PICKSEL) && la->type == LA_SPOT && (la->mode & LA_SHOW_CONE));
        
-       la= ob->data;
+       if(drawcone && !v3d->transp) {
+               /* in this case we need to draw delayed */
+               add_view3d_after(v3d, base, V3D_TRANSP, flag);
+               return;
+       }
        
        /* we first draw only the screen aligned & fixed scale stuff */
        glPushMatrix();
-       wmLoadMatrix(rv3d->viewmat);
+       glLoadMatrixf(rv3d->viewmat);
 
        /* lets calculate the scale: */
        pixsize= rv3d->persmat[0][3]*ob->obmat[3][0]+ rv3d->persmat[1][3]*ob->obmat[3][1]+ rv3d->persmat[2][3]*ob->obmat[3][2]+ rv3d->persmat[3][3];
@@ -798,36 +959,43 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
        curcol[3]= 0.6;
        glColor4fv(curcol);
        
-       if(ob->id.us>1) {
-               if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
-               else glColor4ub(0x77, 0xCC, 0xCC, 155);
-       }
-       
-       /* Inner Circle */
-       VECCOPY(vec, ob->obmat[3]);
-       glEnable(GL_BLEND);
-       drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
-       glDisable(GL_BLEND);
-       drawcircball(GL_POLYGON, vec, lampsize, imat);
-       
-       /* restore */
-       if(ob->id.us>1)
-               glColor4fv(curcol);
+       if(lampsize > 0.0f) {
+
+               if(ob->id.us>1) {
+                       if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
+                       else glColor4ub(0x77, 0xCC, 0xCC, 155);
+               }
                
-       /* Outer circle */
-       circrad = 3.0f*lampsize;
-       drawcircball(GL_LINE_LOOP, vec, circrad, imat);
-       
-       setlinestyle(3);
+               /* Inner Circle */
+               VECCOPY(vec, ob->obmat[3]);
+               glEnable(GL_BLEND);
+               drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
+               glDisable(GL_BLEND);
+               drawcircball(GL_POLYGON, vec, lampsize, imat);
+               
+               /* restore */
+               if(ob->id.us>1)
+                       glColor4fv(curcol);
+                       
+               /* Outer circle */
+               circrad = 3.0f*lampsize;
+               setlinestyle(3);
 
-       /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
-       if (la->type!=LA_HEMI) {
-               if ((la->mode & LA_SHAD_RAY) ||
-                       ((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT)) )
-               {
-                       drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
+               drawcircball(GL_LINE_LOOP, vec, circrad, imat);
+
+               /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
+               if(la->type!=LA_HEMI) {
+                       if(     (la->mode & LA_SHAD_RAY) ||
+                               ((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT))
+                       ) {
+                               drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
+                       }
                }
        }
+       else {
+               setlinestyle(3);
+               circrad = 0.0f;
+       }
        
        /* draw the pretty sun rays */
        if(la->type==LA_SUN) {
@@ -884,12 +1052,8 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
                y = cos( M_PI*la->spotsize/360.0 );
                spotvolume(lvec, vvec, y);
                x = -la->dist;
-               lvec[0] *=  x ; 
-               lvec[1] *=  x ; 
-               lvec[2] *=  x;
-               vvec[0] *= x ; 
-               vvec[1] *= x ; 
-               vvec[2] *= x;
+               mul_v3_fl(lvec, x);
+               mul_v3_fl(vvec, x);
 
                /* draw the angled sides of the cone */
                glBegin(GL_LINE_STRIP);
@@ -904,17 +1068,20 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
                /* draw the circle/square at the end of the cone */
                glTranslatef(0.0, 0.0 ,  x);
                if(la->mode & LA_SQUARE) {
-                       vvec[0]= fabs(z);
-                       vvec[1]= fabs(z);
-                       vvec[2]= 0.0;
+                       float tvec[3];
+                       float z_abs= fabs(z);
+
+                       tvec[0]= tvec[1]= z_abs;
+                       tvec[2]= 0.0;
+
                        glBegin(GL_LINE_LOOP);
-                               glVertex3fv(vvec);
-                               vvec[1]= -fabs(z);
-                               glVertex3fv(vvec);
-                               vvec[0]= -fabs(z);
-                               glVertex3fv(vvec);
-                               vvec[1]= fabs(z);
-                               glVertex3fv(vvec);
+                               glVertex3fv(tvec);
+                               tvec[1]= -z_abs; /* neg */
+                               glVertex3fv(tvec);
+                               tvec[0]= -z_abs; /* neg */
+                               glVertex3fv(tvec);
+                               tvec[1]= z_abs; /* pos */
+                               glVertex3fv(tvec);
                        glEnd();
                }
                else circ(0.0, 0.0, fabs(z));
@@ -928,7 +1095,25 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
                        if (spotblcirc != 0 && spotblcirc != fabs(z))
                                circ(0.0, 0.0, spotblcirc);
                }
-               
+
+               if(drawcone)
+                       draw_transp_spot_volume(la, x, z);
+
+               /* draw clip start, useful for wide cones where its not obvious where the start is */
+               glTranslatef(0.0, 0.0 , -x); /* reverse translation above */
+               if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
+                       float lvec_clip[3];
+                       float vvec_clip[3];
+                       float clipsta_fac= la->clipsta / -x;
+
+                       interp_v3_v3v3(lvec_clip, vec, lvec, clipsta_fac);
+                       interp_v3_v3v3(vvec_clip, vec, vvec, clipsta_fac);
+
+                       glBegin(GL_LINE_STRIP);
+                               glVertex3fv(lvec_clip);
+                               glVertex3fv(vvec_clip);
+                       glEnd();
+               }
        }
        else if ELEM(la->type, LA_HEMI, LA_SUN) {
                
@@ -992,7 +1177,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
        }
        
        /* and back to viewspace */
-       wmLoadMatrix(rv3d->viewmat);
+       glLoadMatrixf(rv3d->viewmat);
        VECCOPY(vec, ob->obmat[3]);
 
        setlinestyle(0);
@@ -1063,20 +1248,28 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
        /* a standing up pyramid with (0,0,0) as top */
        Camera *cam;
        World *wrld;
-       float vec[8][4], tmat[4][4], fac, facx, facy, depth;
+       float nobmat[4][4], vec[8][4], fac, facx, facy, depth, aspx, aspy, caspx, caspy;
        int i;
 
-       if(G.f & G_RENDER_SHADOW)
-               return;
-
        cam= ob->data;
+       aspx= (float) scene->r.xsch*scene->r.xasp;
+       aspy= (float) scene->r.ysch*scene->r.yasp;
+
+       if(aspx < aspy) {
+               caspx= aspx / aspy;
+               caspy= 1.0;
+       }
+       else {
+               caspx= 1.0;
+               caspy= aspy / aspx;
+       }
        
        glDisable(GL_LIGHTING);
        glDisable(GL_CULL_FACE);
        
        if(rv3d->persp>=2 && cam->type==CAM_ORTHO && ob==v3d->camera) {
-               facx= 0.5*cam->ortho_scale*1.28;
-               facy= 0.5*cam->ortho_scale*1.024;
+               facx= 0.5*cam->ortho_scale*caspx;
+               facy= 0.5*cam->ortho_scale*caspy;
                depth= -cam->clipsta-0.1;
        }
        else {
@@ -1084,8 +1277,8 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
                if(rv3d->persp>=2 && ob==v3d->camera) fac= cam->clipsta+0.1; /* that way it's always visible */
                
                depth= - fac*cam->lens/16.0;
-               facx= fac*1.28;
-               facy= fac*1.024;
+               facx= fac*caspx;
+               facy= fac*caspy;
        }
        
        vec[0][0]= 0.0; vec[0][1]= 0.0; vec[0][2]= 0.001;       /* GLBUG: for picking at iris Entry (well thats old!) */
@@ -1126,16 +1319,16 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
                else if (i==1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES);
                else break;
                
-               vec[0][0]= -0.7*cam->drawsize;
-               vec[0][1]= 1.1*cam->drawsize;
+               vec[0][0]= -0.7*cam->drawsize*caspx;
+               vec[0][1]= 1.1*cam->drawsize*caspy;
                glVertex3fv(vec[0]);
                
                vec[0][0]= 0.0; 
-               vec[0][1]= 1.8*cam->drawsize;
+               vec[0][1]= 1.8*cam->drawsize*caspy;
                glVertex3fv(vec[0]);
                
-               vec[0][0]= 0.7*cam->drawsize; 
-               vec[0][1]= 1.1*cam->drawsize;
+               vec[0][0]= 0.7*cam->drawsize*caspx
+               vec[0][1]= 1.1*cam->drawsize*caspy;
                glVertex3fv(vec[0]);
        
                glEnd();
@@ -1143,13 +1336,13 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
 
        if(flag==0) {
                if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
-                       wmLoadMatrix(rv3d->viewmat);
-                       copy_m4_m4(vec, ob->obmat);
-                       normalize_m4(vec);
-                       wmMultMatrix(vec);
+                       /* draw in normalized object matrix space */
+                       copy_m4_m4(nobmat, ob->obmat);
+                       normalize_m4(nobmat);
 
-                       swap_m4m4(rv3d->persmat, tmat);
-                       wmGetSingleMatrix(rv3d->persmat);
+                       glPushMatrix();
+                       glLoadMatrixf(rv3d->viewmat);
+                       glMultMatrixf(nobmat);
 
                        if(cam->flag & CAM_SHOWLIMITS) {
                                draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
@@ -1161,7 +1354,7 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
                        if(cam->flag & CAM_SHOWMIST) 
                                if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
                                
-                       swap_m4m4(rv3d->persmat, tmat);
+                       glPopMatrix();
                }
        }
 }
@@ -1224,7 +1417,7 @@ static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, i
 
        if(use_wcol) {
                float col[3];
-               MDeformWeight *mdw= ED_vgroup_weight_get (lt->dvert+index, use_wcol-1);
+               MDeformWeight *mdw= defvert_find_index (lt->dvert+index, use_wcol-1);
                
                weight_to_rgb(mdw?mdw->weight:0.0f, col, col+1, col+2);
                glColor3fv(col);
@@ -1244,14 +1437,16 @@ static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
        Lattice *lt= ob->data;
        DispList *dl;
        int u, v, w;
-       int use_wcol= 0;
+       int use_wcol= 0, is_edit= (lt->editlatt != NULL);
 
        /* now we default make displist, this will modifiers work for non animated case */
        if(ob->disp.first==NULL)
                lattice_calc_modifiers(scene, ob);
        dl= find_displist(&ob->disp, DL_VERTS);
        
-       if(lt->editlatt) {
+       if(is_edit) {
+               lt= lt->editlatt;
+
                cpack(0x004000);
                
                if(ob->defbase.first && lt->dvert) {
@@ -1260,8 +1455,6 @@ static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
                }
        }
        
-       if(lt->editlatt) lt= lt->editlatt;
-       
        glBegin(GL_LINES);
        for(w=0; w<lt->pntsw; w++) {
                int wxt = (w==0 || w==lt->pntsw-1);
@@ -1291,7 +1484,7 @@ static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
        if(use_wcol)
                glShadeModel(GL_FLAT);
 
-       if( ((Lattice *)ob->data)->editlatt ) {
+       if(is_edit) {
                if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
                
                lattice_draw_verts(lt, dl, 0);
@@ -1361,7 +1554,7 @@ static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0
                        view3d_project_short_noclip(data->vc.ar, v1co, s[1]);
 
                        if (data->clipVerts==2) {
-                if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]<data->vc.ar->winx && s[0][1]<data->vc.ar->winy)) 
+                               if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]<data->vc.ar->winx && s[0][1]<data->vc.ar->winy))
                                        if (!(s[1][0]>=0 && s[1][1]>= 0 && s[1][0]<data->vc.ar->winx && s[1][1]<data->vc.ar->winy)) 
                                                return;
                        }
@@ -1429,10 +1622,11 @@ void nurbs_foreachScreenVert(ViewContext *vc, void (*func)(void *userData, Nurb
        short s[2] = {IS_CLIPPED, 0};
        Nurb *nu;
        int i;
+       ListBase *nurbs= ED_curve_editnurbs(cu);
 
        ED_view3d_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
 
-       for (nu= cu->editnurb->first; nu; nu=nu->next) {
+       for (nu= nurbs->first; nu; nu=nu->next) {
                if(nu->type == CU_BEZIER) {
                        for (i=0; i<nu->pntsu; i++) {
                                BezTriple *bezt = &nu->bezt[i];
@@ -1572,82 +1766,15 @@ static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *
        }
 }
 
-/* disabled because it crashes combined with e.g. subsurf modifier,
- * the derivedmesh can't be assumed to be an EditMeshDerivedMesh,
- * nor should this struct be copied around, it should be defined in
- * a single place only to avoid them getting out of sync */
-#if 0
-/* originally defined in DerivedMesh.c */
-typedef struct {
-       DerivedMesh dm;
-
-       EditMesh *em;
-       float (*vertexCos)[3];
-       float (*vertexNos)[3];
-       float (*faceNos)[3];
-} EditMeshDerivedMesh;
-#endif
-
 static void draw_dm_verts(DerivedMesh *dm, int sel, EditVert *eve_act)
 {
        struct { int sel; EditVert *eve_act; } data;
-       //GPUBuffer *buffer;
-       //float *varray;
        data.sel = sel;
        data.eve_act = eve_act;
 
-#if 0
-       /* first come the unselected vertices, then the selected */
-       buffer = GPU_buffer_legacy(dm)?0:GPU_buffer_alloc( sizeof(float)*3*dm->getNumVerts(dm)*2, 0 );
-
-       if( (varray = GPU_buffer_lock_stream( buffer )) && bglPointHack() == 0 ) {
-               EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
-               EditVert *eve;
-               int i;
-               int numverts = 0, numselected = 0;
-               int datatype[] = { GPU_BUFFER_INTER_V3F, GPU_BUFFER_INTER_END };
-               GPU_buffer_unlock( buffer );
-               GPU_interleaved_setup( buffer, datatype );
-               varray = GPU_buffer_lock_stream( buffer );
-
-               glBegin(GL_POINTS);
-               for (i=0,eve= emdm->em->verts.first; eve; i++,eve=eve->next) {
-                       if (eve->h==0 && (eve->f&SELECT)==data.sel) {
-                               if (eve==data.eve_act) {
-                                       if (emdm->vertexCos) {
-                                               VECCOPY(&varray[3*(dm->getNumVerts(dm)+numselected)],emdm->vertexCos[i]);
-                                       }
-                                       else {
-                                               VECCOPY(&varray[3*(dm->getNumVerts(dm)+numselected)],eve->co);
-                                       }
-                                       numselected++;
-                               } else {
-                                       if (emdm->vertexCos) {
-                                               VECCOPY(&varray[3*numverts],emdm->vertexCos[i]);
-                                       } else {
-                                               VECCOPY(&varray[3*numverts],eve->co);
-                                       }
-                                       numverts++;
-                               }
-                       }
-               }
-               glEnd();
-               GPU_buffer_unlock( buffer );
-               glDrawArrays(GL_POINTS,0,numverts);
-               UI_ThemeColor4(TH_EDITMESH_ACTIVE);
-               glDrawArrays(GL_POINTS,dm->getNumVerts(dm),numselected);
-               UI_ThemeColor4(data.sel?TH_VERTEX_SELECT:TH_VERTEX);
-               GPU_buffer_unbind();
-       }
-       {
-#endif
-               bglBegin(GL_POINTS);
-               dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
-               bglEnd();
-#if 0
-       }
-       GPU_buffer_free( buffer, 0 );
-#endif
+       bglBegin(GL_POINTS);
+       dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
+       bglEnd();
 }
 
        /* Draw edges with color set based on selection */
@@ -1719,55 +1846,8 @@ static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int i
 static void draw_dm_edges_sel_interp(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
 {
        unsigned char *cols[2] = {baseCol, selCol};
-#if 0
-       int elemsize = sizeof(float)*3+sizeof(unsigned char)*4;
-       EditMeshDerivedMesh *emdm = (EditMeshDerivedMesh *)dm;
-       EditMesh *em= emdm->em;
-       unsigned char *varray;
-       int i;
-       GPUBuffer *buffer;
-
-       buffer = GPU_buffer_legacy(dm)?0:GPU_buffer_alloc( elemsize*em->totedge*2, 0 );
-       if( (varray = GPU_buffer_lock_stream( buffer )) ) {
-               EditEdge *eed;
-               int numedges = 0;
-               int datatype[] = { GPU_BUFFER_INTER_V3F, GPU_BUFFER_INTER_C4UB, GPU_BUFFER_INTER_END };
-               GPU_buffer_unlock( buffer );
-               GPU_interleaved_setup( buffer, datatype );
-               varray = GPU_buffer_lock_stream( buffer );
-               for (i=0,eed= em->edges.first; eed; i++,eed= eed->next) {
-                       if(eed->h==0) {
-                               unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0];
-                               unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0];
-
-                               if( emdm->vertexCos ) {
-                                       VECCOPY(((float *)&varray[elemsize*numedges*2]),emdm->vertexCos[(int) eed->v1->tmp.l]);
-                               }
-                               else {
-                                       VECCOPY(((float *)&varray[elemsize*numedges*2]),eed->v1->co);
-                               }
-                               QUATCOPY(&varray[elemsize*numedges*2+sizeof(float)*3],col0);
-                               if( emdm->vertexCos ) {
-                                       VECCOPY(((float *)&varray[elemsize*numedges*2+elemsize]),emdm->vertexCos[(int) eed->v2->tmp.l]);
-                               }
-                               else {
-                                       VECCOPY(((float *)&varray[elemsize*numedges*2+elemsize]),eed->v2->co);
-                               }
-                               QUATCOPY(&varray[elemsize*numedges*2+elemsize+sizeof(float)*3],col1);
-                               numedges++;
-                       }
-               }
-               GPU_buffer_unlock( buffer );
-               glDrawArrays(GL_LINES,0,numedges*2);
-               GPU_buffer_unbind();
-       }
-       else {
-#endif
-               dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
-#if 0
-       }
-       GPU_buffer_free( buffer, 0 );
-#endif
+
+       dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
 }
 
        /* Draw only seam edges */
@@ -1821,236 +1901,12 @@ static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *dra
 static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act) 
 {
        struct { unsigned char *cols[3]; EditFace *efa_act; } data;
-       //EditMeshDerivedMesh *emdm = (EditMeshDerivedMesh *)dm;
-       EditFace *efa;
-       unsigned char *col;
-       GPUBuffer *buffer;
-       unsigned char *varray;
-       unsigned char black[] = { 0, 0, 0, 0 };
-       int i, draw=0;
-       int elemsize = (sizeof(float)*6+sizeof(unsigned char)*4);
        data.cols[0] = baseCol;
        data.cols[1] = selCol;
        data.cols[2] = actCol;
        data.efa_act = efa_act;
 
-
-       buffer = GPU_buffer_legacy(dm)?0:GPU_buffer_alloc( elemsize*dm->getNumFaces(dm)*3*2, 0 );
-       if( dm->getVertCos == 0 && (varray = GPU_buffer_lock_stream( buffer )) ) {
-               int prevdraw = 0;
-               int numfaces = 0;
-               int datatype[] = { GPU_BUFFER_INTER_V3F, GPU_BUFFER_INTER_N3F, GPU_BUFFER_INTER_C4UB, GPU_BUFFER_INTER_END };
-               GPU_buffer_unlock( buffer );
-               GPU_interleaved_setup( buffer, datatype );
-               glShadeModel(GL_SMOOTH);
-               varray = GPU_buffer_lock_stream( buffer );
-               for (i=0,efa= efa_act; efa; i++,efa= efa->next) {
-                       int drawSmooth = (efa->flag & ME_SMOOTH);
-                       if (efa->h==0) {
-                               if (efa == data.efa_act) {
-                                       draw = 2;
-                               } else {
-                                       col = data.cols[(efa->f&SELECT)?1:0];
-                                       if (col[3]==0) draw = 0;
-                                       else draw = 1;
-                               }
-                       }
-                       else {
-                               draw = 0;
-                       }
-                       if( prevdraw != draw && prevdraw != 0 && numfaces > 0) {
-                               if( prevdraw==2 ) {
-                                       glEnable(GL_POLYGON_STIPPLE);
-                                       glPolygonStipple(stipple_quarttone);
-                               }
-                               GPU_buffer_unlock( buffer );
-                               glDrawArrays(GL_TRIANGLES,0,numfaces*3);
-                               if( prevdraw==2 ) {
-                                       glDisable(GL_POLYGON_STIPPLE);
-                               }
-                               varray = GPU_buffer_lock_stream( buffer );
-                               numfaces = 0;
-                       }
-
-                       if( draw != 0 ) {
-                               if(!drawSmooth) {
-                                       /*if (emdm->vertexCos) {
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces],emdm->vertexCos[(int) efa->v1->tmp.l]);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],emdm->faceNos[i]);
-
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],emdm->vertexCos[(int) efa->v2->tmp.l]);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],emdm->faceNos[i]);
-
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],emdm->vertexCos[(int) efa->v3->tmp.l]);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],emdm->faceNos[i]);
-                                       }
-                                       else {*/
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces],efa->v1->co);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],efa->n);
-
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],efa->v2->co);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],efa->n);
-
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],efa->v3->co);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],efa->n);
-                                       /*}*/
-                                       if( draw == 2 ) {
-                                               QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[2]);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[2]);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[2]);
-                                       }
-                                       else if( draw == 1 ) {
-                                               QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                       }
-                                       else {
-                                               QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],black);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],black);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],black);
-                                       }
-
-                                       numfaces++;
-                                       if( efa->v4 ) {
-                                               /*if (emdm->vertexCos) {
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces],emdm->vertexCos[(int) efa->v3->tmp.l]);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],emdm->faceNos[i]);
-
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],emdm->vertexCos[(int) efa->v4->tmp.l]);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],emdm->faceNos[i]);
-
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],emdm->vertexCos[(int) efa->v1->tmp.l]);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],emdm->faceNos[i]);
-                                               }
-                                               else {*/
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces],efa->v3->co);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],efa->n);
-
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],efa->v4->co);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],efa->n);
-
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],efa->v1->co);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],efa->n);
-                                               /*}*/
-
-                                               if( draw == 2 ) {
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[2]);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[2]);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[2]);
-                                               }
-                                               else if( draw == 1 ) {
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                               }
-                                               else {
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],black);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],black);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],black);
-                                               }
-
-                                               numfaces++;
-                                       }
-                               }
-                               else {
-                                       /*if (emdm->vertexCos) {
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces],emdm->vertexCos[(int) efa->v1->tmp.l]);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],emdm->vertexNos[(int) efa->v1->tmp.l]);
-
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],emdm->vertexCos[(int) efa->v2->tmp.l]);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],emdm->vertexNos[(int) efa->v2->tmp.l]);
-
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],emdm->vertexCos[(int) efa->v3->tmp.l]);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],emdm->vertexNos[(int) efa->v3->tmp.l]);
-                                       }
-                                       else {*/
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces],efa->v1->co);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],efa->v1->no);
-
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],efa->v2->co);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],efa->v2->no);
-
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],efa->v3->co);
-                                               VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],efa->v3->no);
-                                       /*}*/
-
-                                       if( draw == 2 ) {
-                                               QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[2]);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[2]);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[2]);
-                                       }
-                                       else if( draw == 1 ) {
-                                               QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                       }
-                                       else {
-                                               QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],black);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],black);
-                                               QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],black);
-                                       }
-
-                                       numfaces++;
-                                       if( efa->v4 ) {
-                                               /*if (emdm->vertexCos) {
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces],emdm->vertexCos[(int) efa->v3->tmp.l]);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],emdm->vertexNos[(int) efa->v1->tmp.l]);
-
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],emdm->vertexCos[(int) efa->v4->tmp.l]);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],emdm->vertexNos[(int) efa->v2->tmp.l]);
-
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],emdm->vertexCos[(int) efa->v1->tmp.l]);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],emdm->vertexNos[(int) efa->v3->tmp.l]);
-                                               }
-                                               else {*/
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces],efa->v3->co);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+sizeof(float)*3],efa->v3->no);
-
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize],efa->v4->co);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize+sizeof(float)*3],efa->v4->no);
-
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2],efa->v1->co);
-                                                       VECCOPY((float *)&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*3],efa->v1->no);
-                                               /*}*/
-
-                                               if( draw == 2 ) {
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[2]);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[2]);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[2]);
-                                               }
-                                               else if( draw == 1 ) {
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],data.cols[(efa->f&SELECT)?1:0]);
-                                               }
-                                               else {
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+sizeof(float)*6],black);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize+sizeof(float)*6],black);
-                                                       QUATCOPY(&varray[elemsize*3*numfaces+elemsize*2+sizeof(float)*6],black);
-                                               }
-
-                                               numfaces++;
-                                       }
-                               }
-                       }
-                       prevdraw = draw;
-               }
-               GPU_buffer_unlock( buffer );
-               if( prevdraw != 0 && numfaces > 0) {
-                       if( prevdraw==2 ) {
-                               glEnable(GL_POLYGON_STIPPLE);
-                               glPolygonStipple(stipple_quarttone);
-                       }
-                       glDrawArrays(GL_TRIANGLES,0,numfaces*3);
-                       if( prevdraw==2 ) {
-                               glDisable(GL_POLYGON_STIPPLE);
-                       }
-               }
-               GPU_buffer_unbind();
-       } else {
-               dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
-       }
-       GPU_buffer_free( buffer, 0 );
+       dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
 }
 
 static int draw_dm_creases__setDrawOptions(void *userData, int index)
@@ -2058,7 +1914,7 @@ static int draw_dm_creases__setDrawOptions(void *userData, int index)
        EditEdge *eed = EM_get_edge_for_index(index);
 
        if (eed->h==0 && eed->crease!=0.0) {
-               UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->crease);
+               UI_ThemeColorBlend(TH_WIRE, TH_EDGE_CREASE, eed->crease);
                return 1;
        } else {
                return 0;
@@ -2157,7 +2013,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit, EditM
                                draw_dm_verts(cageDM, sel, eve_act);
                        }
                        
-                       if( CHECK_OB_DRAWFACEDOT(scene, v3d, obedit->dt) ) {
+                       if(check_ob_drawface_dot(scene, v3d, obedit->dt)) {
                                glPointSize(fsize);
                                glColor4ubv((GLubyte *)fcol);
                                draw_dm_face_centers(cageDM, sel);
@@ -2237,14 +2093,17 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
        Mesh *me= ob->data;
        EditEdge *eed;
        EditFace *efa;
-       float v1[3], v2[3], v3[3], v4[3], x, y, z;
+       float v1[3], v2[3], v3[3], v4[3], vmid[3];
        float fvec[3];
        char val[32]; /* Stores the measurement display text here */
        char conv_float[5]; /* Use a float conversion matching the grid size */
        float area, col[3]; /* area of the face,  color of the text to draw */
        float grid= unit->system ? unit->scale_length : v3d->grid;
-       int do_split= unit->flag & USER_UNIT_OPT_SPLIT;
-       if(G.f & (G_RENDER_OGL|G_RENDER_SHADOW))
+       const int do_split= unit->flag & USER_UNIT_OPT_SPLIT;
+       const int do_global= v3d->flag & V3D_GLOBAL_STATS;
+       const int do_moving= G.moving;
+
+       if(v3d->flag2 & V3D_RENDER_OVERRIDE)
                return;
 
        /* make the precision of the pronted value proportionate to the gridsize */
@@ -2275,24 +2134,22 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
                
                for(eed= em->edges.first; eed; eed= eed->next) {
                        /* draw non fgon edges, or selected edges, or edges next to selected verts while draging */
-                       if((eed->h != EM_FGON) && ((eed->f & SELECT) || (G.moving && ((eed->v1->f & SELECT) || (eed->v2->f & SELECT)) ))) {
-                               VECCOPY(v1, eed->v1->co);
-                               VECCOPY(v2, eed->v2->co);
-                               
-                               x= 0.5f*(v1[0]+v2[0]);
-                               y= 0.5f*(v1[1]+v2[1]);
-                               z= 0.5f*(v1[2]+v2[2]);
-                               
-                               if(v3d->flag & V3D_GLOBAL_STATS) {
-                                       mul_m4_v3(ob->obmat, v1);
-                                       mul_m4_v3(ob->obmat, v2);
+                       if((eed->h != EM_FGON) && ((eed->f & SELECT) || (do_moving && ((eed->v1->f & SELECT) || (eed->v2->f & SELECT)) ))) {
+                               copy_v3_v3(v1, eed->v1->co);
+                               copy_v3_v3(v2, eed->v2->co);
+
+                               interp_v3_v3v3(vmid, v1, v2, 0.5f);
+
+                               if(do_global) {
+                                       mul_mat3_m4_v3(ob->obmat, v1);
+                                       mul_mat3_m4_v3(ob->obmat, v2);
                                }
                                if(unit->system)
                                        bUnit_AsString(val, sizeof(val), len_v3v3(v1, v2)*unit->scale_length, 3, unit->system, B_UNIT_LENGTH, do_split, FALSE);
                                else
                                        sprintf(val, conv_float, len_v3v3(v1, v2));
                                
-                               view3d_cached_text_draw_add(x, y, z, val, 0);
+                               view3d_cached_text_draw_add(vmid[0], vmid[1], vmid[2], val, 0, 0);
                        }
                }
        }
@@ -2307,18 +2164,18 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
                glColor3fv(col);
                
                for(efa= em->faces.first; efa; efa= efa->next) {
-                       if((efa->f & SELECT)) { // XXX || (G.moving && faceselectedOR(efa, SELECT)) ) {
-                               VECCOPY(v1, efa->v1->co);
-                               VECCOPY(v2, efa->v2->co);
-                               VECCOPY(v3, efa->v3->co);
+                       if((efa->f & SELECT)) { // XXX || (do_moving && faceselectedOR(efa, SELECT)) ) {
+                               copy_v3_v3(v1, efa->v1->co);
+                               copy_v3_v3(v2, efa->v2->co);
+                               copy_v3_v3(v3, efa->v3->co);
                                if (efa->v4) {
-                                       VECCOPY(v4, efa->v4->co);
+                                       copy_v3_v3(v4, efa->v4->co);
                                }
-                               if(v3d->flag & V3D_GLOBAL_STATS) {
-                                       mul_m4_v3(ob->obmat, v1);
-                                       mul_m4_v3(ob->obmat, v2);
-                                       mul_m4_v3(ob->obmat, v3);
-                                       if (efa->v4) mul_m4_v3(ob->obmat, v4);
+                               if(do_global) {
+                                       mul_mat3_m4_v3(ob->obmat, v1);
+                                       mul_mat3_m4_v3(ob->obmat, v2);
+                                       mul_mat3_m4_v3(ob->obmat, v3);
+                                       if (efa->v4) mul_mat3_m4_v3(ob->obmat, v4);
                                }
                                
                                if (efa->v4)
@@ -2331,7 +2188,7 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
                                else
                                        sprintf(val, conv_float, area);
 
-                               view3d_cached_text_draw_add(efa->cent[0], efa->cent[1], efa->cent[2], val, 0);
+                               view3d_cached_text_draw_add(efa->cent[0], efa->cent[1], efa->cent[2], val, 0, 0);
                        }
                }
        }
@@ -2346,20 +2203,20 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
                glColor3fv(col);
                
                for(efa= em->faces.first; efa; efa= efa->next) {
-                       VECCOPY(v1, efa->v1->co);
-                       VECCOPY(v2, efa->v2->co);
-                       VECCOPY(v3, efa->v3->co);
+                       copy_v3_v3(v1, efa->v1->co);
+                       copy_v3_v3(v2, efa->v2->co);
+                       copy_v3_v3(v3, efa->v3->co);
                        if(efa->v4) {
-                               VECCOPY(v4, efa->v4->co); 
+                               copy_v3_v3(v4, efa->v4->co); 
                        }
                        else {
-                               VECCOPY(v4, v3);
+                               copy_v3_v3(v4, v3);
                        }
-                       if(v3d->flag & V3D_GLOBAL_STATS) {
-                               mul_m4_v3(ob->obmat, v1);
-                               mul_m4_v3(ob->obmat, v2);
-                               mul_m4_v3(ob->obmat, v3);
-                               mul_m4_v3(ob->obmat, v4);
+                       if(do_global) {
+                               mul_mat3_m4_v3(ob->obmat, v1);
+                               mul_mat3_m4_v3(ob->obmat, v2);
+                               mul_mat3_m4_v3(ob->obmat, v3);
+                               mul_mat3_m4_v3(ob->obmat, v4); /* intentionally executed even for tri's */
                        }
                        
                        e1= efa->e1;
@@ -2369,37 +2226,37 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
                        
                        /* Calculate the angles */
                                
-                       if( (e4->f & e1->f & SELECT) || (G.moving && (efa->v1->f & SELECT)) ) {
+                       if( (e4->f & e1->f & SELECT) || (do_moving && (efa->v1->f & SELECT)) ) {
                                /* Vec 1 */
                                sprintf(val,"%.3f", RAD2DEG(angle_v3v3v3(v4, v1, v2)));
                                interp_v3_v3v3(fvec, efa->cent, efa->v1->co, 0.8f);
-                               view3d_cached_text_draw_add(efa->cent[0], efa->cent[1], efa->cent[2], val, 0);
+                               view3d_cached_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0, 0);
                        }
-                       if( (e1->f & e2->f & SELECT) || (G.moving && (efa->v2->f & SELECT)) ) {
+                       if( (e1->f & e2->f & SELECT) || (do_moving && (efa->v2->f & SELECT)) ) {
                                /* Vec 2 */
                                sprintf(val,"%.3f", RAD2DEG(angle_v3v3v3(v1, v2, v3)));
                                interp_v3_v3v3(fvec, efa->cent, efa->v2->co, 0.8f);
-                               view3d_cached_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
+                               view3d_cached_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0, 0);
                        }
-                       if( (e2->f & e3->f & SELECT) || (G.moving && (efa->v3->f & SELECT)) ) {
+                       if( (e2->f & e3->f & SELECT) || (do_moving && (efa->v3->f & SELECT)) ) {
                                /* Vec 3 */
                                if(efa->v4) 
                                        sprintf(val,"%.3f", RAD2DEG(angle_v3v3v3(v2, v3, v4)));
                                else
                                        sprintf(val,"%.3f", RAD2DEG(angle_v3v3v3(v2, v3, v1)));
                                interp_v3_v3v3(fvec, efa->cent, efa->v3->co, 0.8f);
-                               view3d_cached_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
+                               view3d_cached_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0, 0);
                        }
                                /* Vec 4 */
                        if(efa->v4) {
-                               if( (e3->f & e4->f & SELECT) || (G.moving && (efa->v4->f & SELECT)) ) {
+                               if( (e3->f & e4->f & SELECT) || (do_moving && (efa->v4->f & SELECT)) ) {
                                        sprintf(val,"%.3f", RAD2DEG(angle_v3v3v3(v3, v4, v1)));
                                        interp_v3_v3v3(fvec, efa->cent, efa->v4->co, 0.8f);
-                                       view3d_cached_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0);
+                                       view3d_cached_text_draw_add(fvec[0], fvec[1], fvec[2], val, 0, 0);
                                }
                        }
                }
-       }    
+       }
        
        if(v3d->zbuf) {
                glEnable(GL_DEPTH_TEST);
@@ -2461,117 +2318,15 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
                        else {
                                draw_mesh_textured(scene, v3d, rv3d, ob, finalDM, 0);
                        }
-               }
-               else {
-                       /* 3 floats for position, 3 for normal and times two because the faces may actually be quads instead of triangles */
-                       GPUBuffer *buffer = GPU_buffer_legacy(em->derivedFinal)?0:GPU_buffer_alloc( sizeof(float)*6*em->totface*3*2, 0 );
-                       float *varray;
-                       EditFace *efa;
-                       int i, curmat = 0, draw = 0;
-
-                       glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
-
-                       glEnable(GL_LIGHTING);
-                       glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
-
-                       if( finalDM->getVertCos == 0 && (varray = GPU_buffer_lock_stream( buffer )) ) {
-                               int prevdraw = 0, prevmat = 0;
-                               int numfaces = 0;
-                               int datatype[] = { GPU_BUFFER_INTER_V3F, GPU_BUFFER_INTER_N3F, GPU_BUFFER_INTER_END };
-                               GPU_buffer_unlock( buffer );
-                               GPU_interleaved_setup( buffer, datatype );
-                               glShadeModel(GL_SMOOTH);
-                               varray = GPU_buffer_lock_stream( buffer );
-                               for (i=0,efa= em->faces.first; efa; i++,efa= efa->next) {
-                                       int drawSmooth = (efa->flag & ME_SMOOTH);
-                                       if( efa->h == 0 ) {
-                                               curmat = efa->mat_nr+1;
-                                               draw = 1;
-                                       } 
-                                       else {
-                                               draw = 0;
-                                       }
-                                       if( ((prevdraw != draw) || (curmat != prevmat)) && prevdraw != 0 && numfaces > 0) {
-                                               if( prevdraw==2 ) {
-                                                       glEnable(GL_POLYGON_STIPPLE);
-                                                       glPolygonStipple(stipple_quarttone);
-                                               }
-                                               GPU_buffer_unlock( buffer );
-                                               GPU_enable_material(prevmat, NULL);
-                                               glDrawArrays(GL_TRIANGLES,0,numfaces*3);
-                                               if( prevdraw==2 ) {
-                                                       glDisable(GL_POLYGON_STIPPLE);
-                                               }
-                                               varray = GPU_buffer_lock_stream( buffer );
-                                               numfaces = 0;
-                                       }
-                                       if( draw != 0 ) {
-                                               if(!drawSmooth) {
-                                                       VECCOPY(&varray[numfaces*18],efa->v1->co);
-                                                       VECCOPY(&varray[numfaces*18+3],efa->n);
-
-                                                       VECCOPY(&varray[numfaces*18+6],efa->v2->co);
-                                                       VECCOPY(&varray[numfaces*18+9],efa->n);
-
-                                                       VECCOPY(&varray[numfaces*18+12],efa->v3->co);
-                                                       VECCOPY(&varray[numfaces*18+15],efa->n);
-                                                       numfaces++;
-                                                       if( efa->v4 ) {
-                                                               VECCOPY(&varray[numfaces*18],efa->v3->co);
-                                                               VECCOPY(&varray[numfaces*18+3],efa->n);
-
-                                                               VECCOPY(&varray[numfaces*18+6],efa->v4->co);
-                                                               VECCOPY(&varray[numfaces*18+9],efa->n);
-
-                                                               VECCOPY(&varray[numfaces*18+12],efa->v1->co);
-                                                               VECCOPY(&varray[numfaces*18+15],efa->n);
-                                                               numfaces++;
-                                                       }
-                                               }
-                                               else {
-                                                       VECCOPY(&varray[numfaces*18],efa->v1->co);
-                                                       VECCOPY(&varray[numfaces*18+3],efa->v1->no);
-
-                                                       VECCOPY(&varray[numfaces*18+6],efa->v2->co);
-                                                       VECCOPY(&varray[numfaces*18+9],efa->v2->no);
-
-                                                       VECCOPY(&varray[numfaces*18+12],efa->v3->co);
-                                                       VECCOPY(&varray[numfaces*18+15],efa->v3->no);
-                                                       numfaces++;
-                                                       if( efa->v4 ) {
-                                                               VECCOPY(&varray[numfaces*18],efa->v3->co);
-                                                               VECCOPY(&varray[numfaces*18+3],efa->v3->no);
-
-                                                               VECCOPY(&varray[numfaces*18+6],efa->v4->co);
-                                                               VECCOPY(&varray[numfaces*18+9],efa->v4->no);
-
-                                                               VECCOPY(&varray[numfaces*18+12],efa->v1->co);
-                                                               VECCOPY(&varray[numfaces*18+15],efa->v1->no);
-                                                               numfaces++;
-                                                       }
-                                               }
-                                       }
-                                       prevdraw = draw;
-                                       prevmat = curmat;
-                               }
-                               GPU_buffer_unlock( buffer );
-                               if( prevdraw != 0 && numfaces > 0) {
-                                       if( prevdraw==2 ) {
-                                               glEnable(GL_POLYGON_STIPPLE);
-                                               glPolygonStipple(stipple_quarttone);
-                                       }
-                                       GPU_enable_material(prevmat, NULL);
-                                       glDrawArrays(GL_TRIANGLES,0,numfaces*3);
-                                       if( prevdraw==2 ) {
-                                               glDisable(GL_POLYGON_STIPPLE);
-                                       }
-                               }
-                               GPU_buffer_unbind();
-                       }
-                       else {
-                               finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);
-                       }
-                       GPU_buffer_free(buffer,0);
+               }
+               else {
+                       /* 3 floats for position, 3 for normal and times two because the faces may actually be quads instead of triangles */
+                       glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
+
+                       glEnable(GL_LIGHTING);
+                       glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
+
+                       finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);
 
                        glFrontFace(GL_CCW);
                        glDisable(GL_LIGHTING);
@@ -2587,7 +2342,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
        else {
                if (cageDM!=finalDM) {
                        UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
-                       finalDM->drawEdges(finalDM, 1);
+                       finalDM->drawEdges(finalDM, 1, 0);
                }
        }
        
@@ -2674,7 +2429,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
                        draw_dm_face_normals(scene, cageDM);
                }
                if(me->drawflag & ME_DRAW_VNORMALS) {
-                       UI_ThemeColor(TH_NORMAL);
+                       UI_ThemeColor(TH_VNORMAL);
                        draw_dm_vert_normals(scene, cageDM);
                }
 
@@ -2709,7 +2464,7 @@ static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
                        GPU_disable_material();
                }
                else {
-                       dm->drawEdges(dm, 0);
+                       dm->drawEdges(dm, 0, 1);
                }
                                        
                glLineWidth(1.0);
@@ -2753,7 +2508,8 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
        if (ob==OBACT && paint_facesel_test(ob)) draw_wire = 0;
 
        if(dt==OB_BOUNDBOX) {
-               draw_bounding_volume(scene, ob);
+               if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
+                       draw_bounding_volume(scene, ob);
        }
        else if(hasHaloMat || (totface==0 && totedge==0)) {
                glPointSize(1.5);
@@ -2767,8 +2523,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                                CHECK_OB_DRAWTEXTURE(v3d, dt))
        {
                int faceselect= (ob==OBACT && paint_facesel_test(ob));
-
-               if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !(G.f&G_PICKSEL || paint_facesel_test(ob)) && !draw_wire) {
+               if ((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !(G.f&G_PICKSEL || paint_facesel_test(ob)) && !draw_wire) {
                        draw_mesh_object_outline(v3d, ob, dm);
                }
 
@@ -2792,47 +2547,77 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                        else
                                UI_ThemeColor(TH_WIRE);
 
-                       dm->drawLooseEdges(dm);
+                       if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
+                               dm->drawLooseEdges(dm);
                }
        }
        else if(dt==OB_SOLID) {
-               if((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire && !ob->sculpt)
-                       draw_mesh_object_outline(v3d, ob, dm);
+               if(ob==OBACT && ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
+                       /* weight paint in solid mode, special case. focus on making the weights clear
+                        * rather then the shading, this is also forced in wire view */
+                       GPU_enable_material(0, NULL);
+                       dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1);
 
-               glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
+                       bglPolygonOffset(rv3d->dist, 1.0);
+                       glDepthMask(0); // disable write in zbuffer, selected edge wires show better
 
-               glEnable(GL_LIGHTING);
-               glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
+                       glEnable(GL_BLEND);
+                       glColor4ub(196, 196, 196, 196);
+                       glEnable(GL_LINE_STIPPLE);
+                       glLineStipple(1, 0x8888);
 
-               if(ob->sculpt) {
-                       Paint *p = paint_get_active(scene);
-                       float planes[4][4];
-                       float (*fpl)[4] = NULL;
-                       int fast= (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
+                       dm->drawEdges(dm, 1, 0);
+
+                       bglPolygonOffset(rv3d->dist, 0.0);
+                       glDepthMask(1);
+                       glDisable(GL_LINE_STIPPLE);
+
+                       GPU_disable_material();
 
-                       if(ob->sculpt->partial_redraw) {
-                               sculpt_get_redraw_planes(planes, ar, rv3d, ob);
-                               fpl = planes;
-                               ob->sculpt->partial_redraw = 0;
-                       }
 
-                       dm->drawFacesSolid(dm, fpl, fast, GPU_enable_material);
                }
-               else
-                       dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
+               else {
+                       Paint *p;
 
-               GPU_disable_material();
+                       if((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !draw_wire && !ob->sculpt)
+                               draw_mesh_object_outline(v3d, ob, dm);
 
-               glFrontFace(GL_CCW);
-               glDisable(GL_LIGHTING);
+                       glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
 
-               if(base->flag & SELECT) {
-                       UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
-               } else {
-                       UI_ThemeColor(TH_WIRE);
+                       glEnable(GL_LIGHTING);
+                       glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
+
+                       if(ob->sculpt && (p=paint_get_active(scene))) {
+                               float planes[4][4];
+                               float (*fpl)[4] = NULL;
+                               int fast= (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
+
+                               if(ob->sculpt->partial_redraw) {
+                                       if(ar->do_draw & RGN_DRAW_PARTIAL) {
+                                               sculpt_get_redraw_planes(planes, ar, rv3d, ob);
+                                               fpl = planes;
+                                               ob->sculpt->partial_redraw = 0;
+                                       }
+                               }
+
+                               dm->drawFacesSolid(dm, fpl, fast, GPU_enable_material);
+                       }
+                       else
+                               dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
+
+                       GPU_disable_material();
+
+                       glFrontFace(GL_CCW);
+                       glDisable(GL_LIGHTING);
+
+                       if(base->flag & SELECT) {
+                               UI_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
+                       } else {
+                               UI_ThemeColor(TH_WIRE);
+                       }
+                       if(!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
+                               dm->drawLooseEdges(dm);
                }
-               if(!ob->sculpt)
-                       dm->drawLooseEdges(dm);
        }
        else if(dt==OB_SHADED) {
                int do_draw= 1; /* to resolve all G.f settings below... */
@@ -2880,7 +2665,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                                dm= mesh_get_derived_final(scene, ob, v3d->customdata_mask);
                        }
 
-                       if ((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) {
+                       if ((v3d->flag&V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && (base->flag&SELECT) && !draw_wire) {
                                draw_mesh_object_outline(v3d, ob, dm);
                        }
 
@@ -2897,7 +2682,8 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                        } else {
                                UI_ThemeColor(TH_WIRE);
                        }
-                       dm->drawLooseEdges(dm);
+                       if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
+                               dm->drawLooseEdges(dm);
                }
        }
        
@@ -2924,22 +2710,36 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                }
        }
        if (draw_wire) {
-                       /* If drawing wire and drawtype is not OB_WIRE then we are
-                               * overlaying the wires.
-                               *
-                               * UPDATE bug #10290 - With this wire-only objects can draw
-                               * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
-                               * 
-                               * if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
-                               * otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
-                               */
+
+               /* When using wireframe object traw in particle edit mode
+                * the mesh gets in the way of seeing the particles, fade the wire color
+                * with the background. */
+               if(ob==OBACT && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
+                       float col_wire[4], col_bg[4], col[3];
+
+                       UI_GetThemeColor3fv(TH_BACK, col_bg);
+                       glGetFloatv(GL_CURRENT_COLOR, col_wire);
+                       interp_v3_v3v3(col, col_bg, col_wire, 0.15);
+                       glColor3fv(col);
+               }
+
+               /* If drawing wire and drawtype is not OB_WIRE then we are
+                * overlaying the wires.
+                *
+                * UPDATE bug #10290 - With this wire-only objects can draw
+                * behind other objects depending on their order in the scene. 2x if 0's below. undo'ing zr's commit: r4059
+                *
+                * if draw wire is 1 then just drawing wire, no need for depth buffer stuff,
+                * otherwise this wire is to overlay solid mode faces so do some depth buffer tricks.
+                */
                if (dt!=OB_WIRE && draw_wire==2) {
                        bglPolygonOffset(rv3d->dist, 1.0);
                        glDepthMask(0); // disable write in zbuffer, selected edge wires show better
                }
                
-               dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
-               
+               if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
+                       dm->drawEdges(dm, (dt==OB_WIRE || totface==0), me->drawflag & ME_ALLEDGES);
+
                if (dt!=OB_WIRE && draw_wire==2) {
                        glDepthMask(1);
                        bglPolygonOffset(rv3d->dist, 0.0);
@@ -2970,7 +2770,7 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                        finalDM = cageDM = editmesh_get_derived_base(ob, em);
                else
                        cageDM = editmesh_get_derived_cage_and_final(scene, ob, em, &finalDM,
-                                                       v3d->customdata_mask);
+                                                                                       v3d->customdata_mask);
 
                if(dt>OB_WIRE) {
                        // no transp in editmode, the fancy draw over goes bad then
@@ -3156,8 +2956,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
                case DL_POLY:
                        if(ob->type==OB_SURF) {
                                int nr;
-                               
-                               UI_ThemeColor(TH_WIRE);
+
                                glDisable(GL_LIGHTING);
                                
                                /* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
@@ -3279,6 +3078,41 @@ static void drawDispListshaded(ListBase *lb, Object *ob)
        glDisableClientState(GL_COLOR_ARRAY);
 }
 
+static void drawCurveDMWired(Object *ob)
+{
+       DerivedMesh *dm = ob->derivedFinal;
+       dm->drawEdges (dm, 1, 0);
+}
+
+/* return 1 when nothing was drawn */
+static int drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
+{
+       Object *ob= base->object;
+       DerivedMesh *dm = ob->derivedFinal;
+
+       if (!dm) {
+               return 1;
+       }
+
+       if(dt>OB_WIRE && dm->getNumFaces(dm)) {
+               int glsl = draw_glsl_material(scene, ob, v3d, dt);
+               GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
+
+               if (!glsl)
+                       glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
+
+               glEnable(GL_LIGHTING);
+               dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
+               glDisable(GL_LIGHTING);
+               GPU_end_object_materials();
+       } else {
+               if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
+                       drawCurveDMWired (ob);
+       }
+
+       return 0;
+}
+
 /* returns 1 when nothing was drawn */
 static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, int dt)
 {
@@ -3290,6 +3124,10 @@ static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *bas
        
        solid= (dt > OB_WIRE);
 
+       if (drawCurveDerivedMesh(scene, v3d, rv3d, base, dt) == 0) {
+               return 0;
+       }
+
        switch(ob->type) {
        case OB_FONT:
        case OB_CURVE:
@@ -3682,12 +3520,14 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
        if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
                float mat[4][4];
                mul_m4_m4m4(mat, psys->imat, ob->obmat);
-               wmMultMatrix(mat);
+               glMultMatrixf(mat);
        }
 
+       /* needed for text display */
+       invert_m4_m4(ob->imat, ob->obmat);
+
        totpart=psys->totpart;
 
-       //if(part->flag&PART_GLOB_TIME)
        cfra=bsystem_time(scene, 0, (float)CFRA, 0.0f);
 
        if(draw_as==PART_DRAW_PATH && psys->pathcache==NULL && psys->childcache==NULL)
@@ -3995,20 +3835,22 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                                        setlinestyle(0);
                                }
 
-                               if((part->draw&PART_DRAW_NUM || part->draw&PART_DRAW_HEALTH) && !(G.f & G_RENDER_SHADOW)){
+
+                               if((part->draw & PART_DRAW_NUM || part->draw & PART_DRAW_HEALTH) && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0){
+                                       float vec_txt[3];
+                                       char *val_pos= val;
                                        val[0]= '\0';
-                                       
-                                       if(part->draw&PART_DRAW_NUM)
-                                               sprintf(val, " %i", a);
 
-                                       if(part->draw&PART_DRAW_NUM && part->draw&PART_DRAW_HEALTH)
-                                               sprintf(val, "%s:", val);
+                                       if(part->draw&PART_DRAW_NUM)
+                                               val_pos += sprintf(val, "%i", a);
 
-                                       if(part->draw&PART_DRAW_HEALTH && a < totpart && part->phystype==PART_PHYS_BOIDS)
-                                               sprintf(val, "%s %.2f", val, pa_health);
+                                       if((part->draw & PART_DRAW_HEALTH) && a < totpart && part->phystype==PART_PHYS_BOIDS)
+                                               sprintf(val_pos, (val_pos==val) ? "%.2f" : ":%.2f", pa_health);
 
                                        /* in path drawing state.co is the end point */
-                                       view3d_cached_text_draw_add(state.co[0],  state.co[1],  state.co[2], val, 0);
+                                       /* use worldspace beause object matrix is already applied */
+                                       mul_v3_m4v3(vec_txt, ob->imat, state.co);
+                                       view3d_cached_text_draw_add(vec_txt[0],  vec_txt[1],  vec_txt[2], val, 10, V3D_CACHE_TEXT_WORLDSPACE);
                                }
                        }
                }
@@ -4023,7 +3865,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                float *cd2=0,*cdata2=0;
 
                /* setup gl flags */
-               if(ob_dt > OB_WIRE) {
+               if (1) { //ob_dt > OB_WIRE) {
                        glEnableClientState(GL_NORMAL_ARRAY);
 
                        if(part->draw&PART_DRAW_MAT_COL)
@@ -4033,13 +3875,13 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                        glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
                        glEnable(GL_COLOR_MATERIAL);
                }
-               else {
+               /*else {
                        glDisableClientState(GL_NORMAL_ARRAY);
 
                        glDisable(GL_COLOR_MATERIAL);
                        glDisable(GL_LIGHTING);
                        UI_ThemeColor(TH_WIRE);
-               }
+               }*/
 
                if(totchild && (part->draw&PART_DRAW_PARENT)==0)
                        totpart=0;
@@ -4053,7 +3895,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                        if(path->steps > 0) {
                                glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
 
-                               if(ob_dt > OB_WIRE) {
+                               if(1) { //ob_dt > OB_WIRE) {
                                        glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
                                        if(part->draw&PART_DRAW_MAT_COL)
                                                glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
@@ -4069,7 +3911,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                        path=cache[a];
                        glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
 
-                       if(ob_dt > OB_WIRE) {
+                       if(1) { //ob_dt > OB_WIRE) {
                                glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
                                if(part->draw&PART_DRAW_MAT_COL)
                                        glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
@@ -4080,7 +3922,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
 
 
                /* restore & clean up */
-               if(ob_dt > OB_WIRE) {
+               if(1) { //ob_dt > OB_WIRE) {
                        if(part->draw&PART_DRAW_MAT_COL)
                                glDisable(GL_COLOR_ARRAY);
                        glDisable(GL_COLOR_MATERIAL);
@@ -4091,6 +3933,20 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                cd2=cdata2=0;
 
                glLineWidth(1.0f);
+
+               if((part->draw & PART_DRAW_NUM) && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0){
+                       cache=psys->pathcache;
+
+                       for(a=0, pa=psys->particles; a<totpart; a++, pa++){
+                               float vec_txt[3];
+                               val[0]= '\0';
+
+                               sprintf(val, "%i", a);
+                               /* use worldspace beause object matrix is already applied */
+                               mul_v3_m4v3(vec_txt, ob->imat, cache[a]->co);
+                               view3d_cached_text_draw_add(vec_txt[0],  vec_txt[1],  vec_txt[2], val, 10, V3D_CACHE_TEXT_WORLDSPACE);
+                       }
+               }
        }
        else if(pdd && ELEM(draw_as, 0, PART_DRAW_CIRC)==0){
                glDisableClientState(GL_COLOR_ARRAY);
@@ -4181,7 +4037,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
        }
 
        if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) )
-               wmLoadMatrix(rv3d->viewmat);
+               glLoadMatrixf(rv3d->viewmat);
 }
 
 static void draw_update_ptcache_edit(Scene *scene, Object *ob, PTCacheEdit *edit)
@@ -4231,6 +4087,12 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, RegionView3D *rv3d, Obj
 
        glEnable(GL_COLOR_MATERIAL);
        glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+       glShadeModel(GL_SMOOTH);
+
+       if(pset->brushtype == PE_BRUSH_WEIGHT) {
+               glLineWidth(2.0f);
+               glDisable(GL_LIGHTING);
+       }
 
        cache=edit->pathcache;
        for(i=0; i<totpoint; i++){
@@ -4338,9 +4200,9 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, RegionView3D *rv3d, Obj
        glDisableClientState(GL_COLOR_ARRAY);
        glDisableClientState(GL_NORMAL_ARRAY);
        glDisableClientState(GL_VERTEX_ARRAY);
+       glShadeModel(GL_FLAT);
        glEnable(GL_DEPTH_TEST);
        glLineWidth(1.0f);
-
        glPointSize(1.0);
 }
 //static void ob_draw_RE_motion(float com[3],float rotscale[3][3],float tw,float th)
@@ -4507,23 +4369,21 @@ static void ob_draw_RE_motion(float com[3],float rotscale[3][3],float itw,float
 }
 
 /*place to add drawers */
-unsigned int nurbcol[8]= {
-       0, 0x9090, 0x409030, 0x603080, 0, 0x40fff0, 0x40c033, 0xA090F0 };
 
 static void tekenhandlesN(Nurb *nu, short sel, short hide_handles)
 {
        BezTriple *bezt;
        float *fp;
-       unsigned int *col;
+       int basecol;
        int a;
        
        if(nu->hide || hide_handles) return;
-       
+
        glBegin(GL_LINES); 
        
        if(nu->type == CU_BEZIER) {
-               if(sel) col= nurbcol+4;
-               else col= nurbcol;
+               if(sel) basecol= TH_HANDLE_SEL_FREE;
+               else basecol= TH_HANDLE_FREE;
 
                bezt= nu->bezt;
                a= nu->pntsu;
@@ -4531,26 +4391,26 @@ static void tekenhandlesN(Nurb *nu, short sel, short hide_handles)
                        if(bezt->hide==0) {
                                if( (bezt->f2 & SELECT)==sel) {
                                        fp= bezt->vec[0];
-                                       
-                                       cpack(col[(int)bezt->h1]);
+
+                                       UI_ThemeColor(basecol + bezt->h1);
                                        glVertex3fv(fp);
                                        glVertex3fv(fp+3); 
 
-                                       cpack(col[(int)bezt->h2]);
+                                       UI_ThemeColor(basecol + bezt->h2);
                                        glVertex3fv(fp+3); 
                                        glVertex3fv(fp+6); 
                                }
                                else if( (bezt->f1 & SELECT)==sel) {
                                        fp= bezt->vec[0];
-                                       
-                                       cpack(col[(int)bezt->h1]);
+
+                                       UI_ThemeColor(basecol + bezt->h1);
                                        glVertex3fv(fp); 
                                        glVertex3fv(fp+3); 
                                }
                                else if( (bezt->f3 & SELECT)==sel) {
                                        fp= bezt->vec[1];
-                                       
-                                       cpack(col[(int)bezt->h2]);
+
+                                       UI_ThemeColor(basecol + bezt->h2);
                                        glVertex3fv(fp); 
                                        glVertex3fv(fp+3); 
                                }
@@ -4561,17 +4421,54 @@ static void tekenhandlesN(Nurb *nu, short sel, short hide_handles)
        glEnd();
 }
 
-static void tekenvertsN(Nurb *nu, short sel, short hide_handles)
+static void tekenhandlesN_active(Nurb *nu)
+{
+       BezTriple *bezt;
+       float *fp;
+       int a;
+
+       if(nu->hide) return;
+
+       UI_ThemeColor(TH_ACTIVE_SPLINE);
+       glLineWidth(2);
+
+       glBegin(GL_LINES);
+
+       if(nu->type == CU_BEZIER) {
+               bezt= nu->bezt;
+               a= nu->pntsu;
+               while(a--) {
+                       if(bezt->hide==0) {
+                               fp= bezt->vec[0];
+
+                               glVertex3fv(fp);
+                               glVertex3fv(fp+3);
+
+                               glVertex3fv(fp+3);
+                               glVertex3fv(fp+6);
+                       }
+                       bezt++;
+               }
+       }
+       glEnd();
+
+       glColor3ub(0,0,0);
+       glLineWidth(1);
+}
+
+static void tekenvertsN(Nurb *nu, short sel, short hide_handles, void *lastsel)
 {
        BezTriple *bezt;
        BPoint *bp;
        float size;
-       int a;
+       int a, color;
 
        if(nu->hide) return;
 
-       if(sel) UI_ThemeColor(TH_VERTEX_SELECT);
-       else UI_ThemeColor(TH_VERTEX);
+       if(sel) color= TH_VERTEX_SELECT;
+       else color= TH_VERTEX;
+
+       UI_ThemeColor(color);
 
        size= UI_GetThemeValuef(TH_VERTEX_SIZE);
        glPointSize(size);
@@ -4584,7 +4481,17 @@ static void tekenvertsN(Nurb *nu, short sel, short hide_handles)
                a= nu->pntsu;
                while(a--) {
                        if(bezt->hide==0) {
-                               if (hide_handles) {
+                               if (sel == 1 && bezt == lastsel) {
+                                       UI_ThemeColor(TH_LASTSEL_POINT);
+                                       bglVertex3fv(bezt->vec[1]);
+
+                                       if (!hide_handles) {
+                                               if(bezt->f1 & SELECT) bglVertex3fv(bezt->vec[0]);
+                                               if(bezt->f3 & SELECT) bglVertex3fv(bezt->vec[2]);
+                                       }
+
+                                       UI_ThemeColor(color);
+                               } else if (hide_handles) {
                                        if((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]);
                                } else {
                                        if((bezt->f1 & SELECT)==sel) bglVertex3fv(bezt->vec[0]);
@@ -4600,7 +4507,13 @@ static void tekenvertsN(Nurb *nu, short sel, short hide_handles)
                a= nu->pntsu*nu->pntsv;
                while(a--) {
                        if(bp->hide==0) {
-                               if((bp->f1 & SELECT)==sel) bglVertex3fv(bp->vec);
+                               if (bp == lastsel) {
+                                       UI_ThemeColor(TH_LASTSEL_POINT);
+                                       bglVertex3fv(bp->vec);
+                                       UI_ThemeColor(color);
+                               } else {
+                                       if((bp->f1 & SELECT)==sel) bglVertex3fv(bp->vec);
+                               }
                        }
                        bp++;
                }
@@ -4610,18 +4523,94 @@ static void tekenvertsN(Nurb *nu, short sel, short hide_handles)
        glPointSize(1.0);
 }
 
+static void editnurb_draw_active_poly(Nurb *nu)
+{
+       BPoint *bp;
+       int a, b;
+
+       UI_ThemeColor(TH_ACTIVE_SPLINE);
+       glLineWidth(2);
+
+       bp= nu->bp;
+       for(b=0; b<nu->pntsv; b++) {
+               if(nu->flagu & 1) glBegin(GL_LINE_LOOP);
+               else glBegin(GL_LINE_STRIP);
+
+               for(a=0; a<nu->pntsu; a++, bp++) {
+                       glVertex3fv(bp->vec);
+               }
+
+               glEnd();
+       }
+
+       glColor3ub(0,0,0);
+       glLineWidth(1);
+}
+
+static void editnurb_draw_active_nurbs(Nurb *nu)
+{
+       BPoint *bp, *bp1;
+       int a, b, ofs;
+
+       UI_ThemeColor(TH_ACTIVE_SPLINE);
+       glLineWidth(2);
+
+       glBegin(GL_LINES);
+       bp= nu->bp;
+       for(b=0; b<nu->pntsv; b++) {
+               bp1= bp;
+               bp++;
+
+               for(a=nu->pntsu-1; a>0; a--, bp++) {
+                       if(bp->hide==0 && bp1->hide==0) {
+                               glVertex3fv(bp->vec);
+                               glVertex3fv(bp1->vec);
+                       }
+                       bp1= bp;
+               }
+       }
+
+       if(nu->pntsv > 1) {     /* surface */
+
+               ofs= nu->pntsu;
+               for(b=0; b<nu->pntsu; b++) {
+                       bp1= nu->bp+b;
+                       bp= bp1+ofs;
+                       for(a=nu->pntsv-1; a>0; a--, bp+=ofs) {
+                               if(bp->hide==0 && bp1->hide==0) {
+                                       glVertex3fv(bp->vec);
+                                       glVertex3fv(bp1->vec);
+                               }
+                               bp1= bp;
+                       }
+               }
+       }
+
+       glEnd();
+
+       glColor3ub(0,0,0);
+       glLineWidth(1);
+}
+
 static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
 {
        Nurb *nu;
        BPoint *bp, *bp1;
-       int a, b, ofs;
-       
+       int a, b, ofs, index;
+       Curve *cu= (Curve*)ob->data;
+
+       index= 0;
        nu= nurb;
        while(nu) {
                if(nu->hide==0) {
                        switch(nu->type) {
                        case CU_POLY:
-                               cpack(nurbcol[3]);
+                               if (!sel && index== cu->actnu) {
+                                       /* we should draw active spline highlight below everything */
+                                       editnurb_draw_active_poly(nu);
+                               }
+
+                               UI_ThemeColor(TH_NURB_ULINE);
                                bp= nu->bp;
                                for(b=0; b<nu->pntsv; b++) {
                                        if(nu->flagu & 1) glBegin(GL_LINE_LOOP);
@@ -4635,6 +4624,10 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
                                }
                                break;
                        case CU_NURBS:
+                               if (!sel && index== cu->actnu) {
+                                       /* we should draw active spline highlight below everything */
+                                       editnurb_draw_active_nurbs(nu);
+                               }
 
                                bp= nu->bp;
                                for(b=0; b<nu->pntsv; b++) {
@@ -4644,7 +4637,7 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
                                                if(bp->hide==0 && bp1->hide==0) {
                                                        if(sel) {
                                                                if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT ) ) {
-                                                                       cpack(nurbcol[5]);
+                                                                       UI_ThemeColor(TH_NURB_SEL_ULINE);
                
                                                                        glBegin(GL_LINE_STRIP);
                                                                        glVertex3fv(bp->vec); 
@@ -4655,7 +4648,7 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
                                                        else {
                                                                if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) );
                                                                else {
-                                                                       cpack(nurbcol[1]);
+                                                                       UI_ThemeColor(TH_NURB_ULINE);
                
                                                                        glBegin(GL_LINE_STRIP);
                                                                        glVertex3fv(bp->vec); 
@@ -4677,7 +4670,7 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
                                                        if(bp->hide==0 && bp1->hide==0) {
                                                                if(sel) {
                                                                        if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) ) {
-                                                                               cpack(nurbcol[7]);
+                                                                               UI_ThemeColor(TH_NURB_SEL_VLINE);
                        
                                                                                glBegin(GL_LINE_STRIP);
                                                                                glVertex3fv(bp->vec); 
@@ -4688,7 +4681,7 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
                                                                else {
                                                                        if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) );
                                                                        else {
-                                                                               cpack(nurbcol[3]);
+                                                                               UI_ThemeColor(TH_NURB_VLINE);
                        
                                                                                glBegin(GL_LINE_STRIP);
                                                                                glVertex3fv(bp->vec); 
@@ -4705,6 +4698,8 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
                                break;
                        }
                }
+
+               ++index;
                nu= nu->next;
        }
 }
@@ -4717,6 +4712,7 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
        Nurb *nu;
        BevList *bl;
        short hide_handles = (cu->drawflag & CU_HIDE_HANDLES);
+       int index;
 
 // XXX retopo_matrix_update(v3d);
 
@@ -4726,11 +4722,15 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
 
        if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
        
-       /* first non-selected handles */
+       /* first non-selected and active handles */
+       index= 0;
        for(nu=nurb; nu; nu=nu->next) {
                if(nu->type == CU_BEZIER) {
+                       if (index == cu->actnu && !hide_handles)
+                               tekenhandlesN_active(nu);
                        tekenhandlesN(nu, 0, hide_handles);
                }
+               ++index;
        }
        draw_editnurb(ob, nurb, 0);
        draw_editnurb(ob, nurb, 1);
@@ -4738,7 +4738,7 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
        for(nu=nurb; nu; nu=nu->next) {
                if(nu->type == CU_BEZIER && (cu->drawflag & CU_HIDE_HANDLES)==0)
                        tekenhandlesN(nu, 1, hide_handles);
-               tekenvertsN(nu, 0, hide_handles);
+               tekenvertsN(nu, 0, hide_handles, NULL);
        }
        
        if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
@@ -4760,8 +4760,8 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
 
                                mul_qt_v3(bevp->quat, vec_a);
                                mul_qt_v3(bevp->quat, vec_b);
-                               add_v3_v3v3(vec_a, vec_a, bevp->vec);
-                               add_v3_v3v3(vec_b, vec_b, bevp->vec);
+                               add_v3_v3(vec_a, bevp->vec);
+                               add_v3_v3(vec_b, bevp->vec);
                                
                                VECSUBFAC(vec_a, vec_a, bevp->dir, fac);
                                VECSUBFAC(vec_b, vec_b, bevp->dir, fac);
@@ -4781,7 +4781,7 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
        if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
        
        for(nu=nurb; nu; nu=nu->next) {
-               tekenvertsN(nu, 1, hide_handles);
+               tekenvertsN(nu, 1, hide_handles, cu->lastsel);
        }
        
        if(v3d->zbuf) glEnable(GL_DEPTH_TEST); 
@@ -4825,7 +4825,7 @@ static void draw_empty_sphere (float size)
 static void draw_empty_cone (float size)
 {
        float cent=0;
-    float radius;
+       float radius;
        GLUquadricObj *qobj = gluNewQuadric(); 
        gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); 
        
@@ -4945,11 +4945,11 @@ static void drawspiral(float *cent, float rad, float tmat[][4], int start)
  */
 static void drawcircle_size(float size)
 {
-    float x, y;
+       float x, y;
        short degrees;
 
        glBegin(GL_LINE_LOOP);
-    
+
        /* coordinates are: cos(degrees*11.25)=x, sin(degrees*11.25)=y, 0.0f=z */
        for (degrees=0; degrees<32; degrees++) {
                x= *(cosval + degrees);
@@ -5011,7 +5011,7 @@ static int drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
        Object *ob= base->object;
        MetaBall *mb;
        MetaElem *ml;
-       float imat[4][4], tmat[4][4];
+       float imat[4][4];
        int code= 1;
        
        mb= ob->data;
@@ -5028,6 +5028,8 @@ static int drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
        }
 
        if(ml==NULL) return 1;
+
+       if(v3d->flag2 & V3D_RENDER_OVERRIDE) return 0;
        
        /* in case solid draw, reset wire colors */
        if(ob->flag & SELECT) {
@@ -5036,8 +5038,7 @@ static int drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
        }
        else UI_ThemeColor(TH_WIRE);
 
-       wmGetMatrix(tmat);
-       invert_m4_m4(imat, tmat);
+       invert_m4_m4(imat, rv3d->viewmatob);
        normalize_v3(imat[0]);
        normalize_v3(imat[1]);
        
@@ -5072,7 +5073,7 @@ static int drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
        return 0;
 }
 
-static void draw_forcefield(Scene *scene, Object *ob)
+static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
 {
        PartDeflect *pd= ob->pd;
        float imat[4][4], tmat[4][4];
@@ -5080,9 +5081,6 @@ static void draw_forcefield(Scene *scene, Object *ob)
        int curcol;
        float size;
 
-       if(G.f & G_RENDER_SHADOW)
-               return;
-       
        /* XXX why? */
        if(ob!=scene->obedit && (ob->flag & SELECT)) {
                if(ob==OBACT) curcol= TH_ACTIVE;
@@ -5095,8 +5093,7 @@ static void draw_forcefield(Scene *scene, Object *ob)
        else size = 1.0;
        
        /* calculus here, is reused in PFIELD_FORCE */
-       wmGetMatrix(tmat);
-       invert_m4_m4(imat, tmat);
+       invert_m4_m4(imat, rv3d->viewmatob);
 //     normalize_v3(imat[0]);          // we don't do this because field doesnt scale either... apart from wind!
 //     normalize_v3(imat[1]);
        
@@ -5172,13 +5169,13 @@ static void draw_forcefield(Scene *scene, Object *ob)
 
                        /*path end*/
                        setlinestyle(3);
-                       where_on_path(ob, 1.0f, guidevec1, guidevec2, NULL, NULL);
+                       where_on_path(ob, 1.0f, guidevec1, guidevec2, NULL, NULL, NULL);
                        UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
                        drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
 
                        /*path beginning*/
                        setlinestyle(0);
-                       where_on_path(ob, 0.0f, guidevec1, guidevec2, NULL, NULL);
+                       where_on_path(ob, 0.0f, guidevec1, guidevec2, NULL, NULL, NULL);
                        UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
                        drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
                        
@@ -5331,7 +5328,7 @@ static void draw_bounding_volume(Scene *scene, Object *ob)
                bb= mesh_get_bb(ob);
        }
        else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
-               bb= ( (Curve *)ob->data )->bb;
+               bb= ob->bb ? ob->bb : ( (Curve *)ob->data )->bb;
        }
        else if(ob->type==OB_MBALL) {
                bb= ob->bb;
@@ -5398,9 +5395,22 @@ static void drawSolidSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
        
        if(ELEM3(ob->type, OB_FONT,OB_CURVE, OB_SURF)) {
                Curve *cu = ob->data;
-               if (displist_has_faces(&cu->disp) && boundbox_clip(rv3d, ob->obmat, cu->bb)) {
+               DerivedMesh *dm = ob->derivedFinal;
+               int hasfaces= 0;
+
+               if (dm) {
+                       hasfaces= dm->getNumFaces(dm);
+               } else {
+                       hasfaces= displist_has_faces(&cu->disp);
+               }
+
+               if (hasfaces && boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
                        draw_index_wire= 0;
-                       drawDispListwire(&cu->disp);
+                       if (dm) {
+                               draw_mesh_object_outline(v3d, ob, dm);
+                       } else {
+                               drawDispListwire(&cu->disp);
+                       }
                        draw_index_wire= 1;
                }
        } else if (ob->type==OB_MBALL) {
@@ -5445,10 +5455,16 @@ static void drawWireExtra(Scene *scene, RegionView3D *rv3d, Object *ob)
        
        if (ELEM3(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
                Curve *cu = ob->data;
-               if (boundbox_clip(rv3d, ob->obmat, cu->bb)) {
+               if (boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
                        if (ob->type==OB_CURVE)
                                draw_index_wire= 0;
-                       drawDispListwire(&cu->disp);
+
+                       if (ob->derivedFinal) {
+                               drawCurveDMWired(ob);
+                       } else {
+                               drawDispListwire(&cu->disp);
+                       }
+
                        if (ob->type==OB_CURVE)
                                draw_index_wire= 1;
                }
@@ -5499,9 +5515,6 @@ void drawRBpivot(bRigidBodyJointConstraint *data)
        float eu[3]= {radsPerDeg*data->axX, radsPerDeg*data->axY, radsPerDeg*data->axZ};
        float mat[4][4];
 
-       if(G.f & G_RENDER_SHADOW)
-               return;
-
        eul_to_mat4(mat,eu);
        glLineWidth (4.0f);
        setlinestyle(2);
@@ -5519,11 +5532,11 @@ void drawRBpivot(bRigidBodyJointConstraint *data)
                glVertex3fv(v);                 
                glEnd();
                if (axis==0)
-                       view3d_cached_text_draw_add(v[0], v[1], v[2], "px", 0);
+                       view3d_cached_text_draw_add(v[0], v[1], v[2], "px", 0, 0);
                else if (axis==1)
-                       view3d_cached_text_draw_add(v[0], v[1], v[2], "py", 0);
+                       view3d_cached_text_draw_add(v[0], v[1], v[2], "py", 0, 0);
                else
-                       view3d_cached_text_draw_add(v[0], v[1], v[2], "pz", 0);
+                       view3d_cached_text_draw_add(v[0], v[1], v[2], "pz", 0, 0);
        }
        glLineWidth (1.0f);
        setlinestyle(0);
@@ -5552,8 +5565,15 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
        if (ob!=scene->obedit) {
                if (ob->restrictflag & OB_RESTRICT_VIEW) 
                        return;
+               if ((ob->restrictflag & OB_RESTRICT_RENDER) && 
+                       (v3d->flag2 & V3D_RENDER_OVERRIDE))
+                       return;
        }
 
+       /* XXX particles are not safe for simultaneous threaded render */
+       if(G.rendering && ob->particlesystem.first)
+               return;
+
        /* xray delay? */
        if((flag & DRAW_PICKING)==0 && (base->flag & OB_FROMDUPLI)==0) {
                /* don't do xray in particle mode, need the z-buffer */
@@ -5568,6 +5588,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
 
        /* no return after this point, otherwise leaks */
        view3d_cached_text_draw_begin();
+       
 
        /* draw keys? */
 #if 0 // XXX old animation system
@@ -5648,8 +5669,19 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
        /* patch? children objects with a timeoffs change the parents. How to solve! */
        /* if( ((int)ob->ctime) != F_(scene->r.cfra)) where_is_object(scene, ob); */
        
-       /* draw paths... */
-       // TODO...
+       /* draw motion paths (in view space) */
+       if (ob->mpath) {
+               bAnimVizSettings *avs= &ob->avs;
+               
+               /* setup drawing environment for paths */
+               draw_motion_paths_init(scene, v3d, ar);
+               
+               /* draw motion path for object */
+               draw_motion_path_instance(scene, v3d, ar, ob, NULL, avs, ob->mpath);
+               
+               /* cleanup after drawing */
+               draw_motion_paths_cleanup(scene, v3d, ar);
+       }
 
        /* multiply view with object matrix.
         * local viewmat and persmat, to calculate projections */
@@ -5712,10 +5744,14 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
 
                        if(ob->mode & OB_MODE_EDIT);
                        else {
-                               if(dt<OB_SOLID)
+                               if(dt<OB_SOLID) {
                                        zbufoff= 1;
+                                       dt= OB_SOLID;
+                               }
+                               else {
+                                       dt= OB_SHADED;
+                               }
 
-                               dt= OB_SHADED;
                                glEnable(GL_DEPTH_TEST);
                        }
                }
@@ -5747,7 +5783,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
        }
        
        /* draw outline for selected solid objects, mesh does itself */
-       if((v3d->flag & V3D_SELECT_OUTLINE) && ob->type!=OB_MESH) {
+       if((v3d->flag & V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && ob->type!=OB_MESH) {
                if(dt>OB_WIRE && dt<OB_TEXTURE && (ob->mode & OB_MODE_EDIT)==0 && (flag & DRAW_SCENESET)==0) {
                        if (!(ob->dtx&OB_DRAWWIRE) && (ob->flag&SELECT) && !(flag&DRAW_PICKING)) {
                                
@@ -5823,7 +5859,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                                        float selboxw;
 
                                        cpack(0xffffff);
-                                       set_inverted_drawing(1);                
+                                       set_inverted_drawing(1);
                                        for (i=0; i<(selend-selstart+1); i++) {
                                                SelBox *sb = &(cu->selboxes[i]);
 
@@ -5838,17 +5874,19 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                                                }
                                                glBegin(GL_QUADS);
                                                glVertex3f(sb->x, sb->y, 0.001);
-                                               glVertex3f(sb->x+selboxw, sb->y, 0.001);                                
+                                               glVertex3f(sb->x+selboxw, sb->y, 0.001);
                                                glVertex3f(sb->x+selboxw, sb->y+sb->h, 0.001);
                                                glVertex3f(sb->x, sb->y+sb->h, 0.001);
                                                glEnd();
                                        }
-                                       set_inverted_drawing(0);                        
+                                       set_inverted_drawing(0);
                                }
                        }
-                       else if(dt==OB_BOUNDBOX) 
-                               draw_bounding_volume(scene, ob);
-                       else if(boundbox_clip(rv3d, ob->obmat, cu->bb)) 
+                       else if(dt==OB_BOUNDBOX) {
+                               if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
+                                       draw_bounding_volume(scene, ob);
+                       }
+                       else if(boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb))
                                empty_object= drawDispList(scene, v3d, rv3d, base, dt);
 
                        break;
@@ -5857,16 +5895,19 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                        cu= ob->data;
 
                        if(cu->editnurb) {
-                               drawnurb(scene, v3d, rv3d, base, cu->editnurb->first, dt);
+                               ListBase *nurbs= ED_curve_editnurbs(cu);
+                               drawnurb(scene, v3d, rv3d, base, nurbs->first, dt);
                        }
-                       else if(dt==OB_BOUNDBOX) 
-                               draw_bounding_volume(scene, ob);
-                       else if(boundbox_clip(rv3d, ob->obmat, cu->bb)) {
+                       else if(dt==OB_BOUNDBOX) {
+                               if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
+                                       draw_bounding_volume(scene, ob);
+                       }
+                       else if(boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
                                empty_object= drawDispList(scene, v3d, rv3d, base, dt);
                                
                                if(cu->path)
                                        curve_draw_speed(scene, ob);
-                       }                       
+                       }
                        break;
                case OB_MBALL:
                {
@@ -5874,51 +5915,69 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                        
                        if(mb->editelems) 
                                drawmball(scene, v3d, rv3d, base, dt);
-                       else if(dt==OB_BOUNDBOX) 
-                               draw_bounding_volume(scene, ob);
+                       else if(dt==OB_BOUNDBOX) {
+                               if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
+                                       draw_bounding_volume(scene, ob);
+                       }
                        else 
                                empty_object= drawmball(scene, v3d, rv3d, base, dt);
                        break;
                }
                case OB_EMPTY:
-                       drawaxes(ob->empty_drawsize, flag, ob->empty_drawtype);
+                       if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
+                               drawaxes(rv3d, rv3d->viewmatob, ob->empty_drawsize, flag, ob->empty_drawtype);
                        break;
                case OB_LAMP:
-                       drawlamp(scene, v3d, rv3d, ob);
-                       if(dtx || (base->flag & SELECT)) wmMultMatrix(ob->obmat);
+                       if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+                               drawlamp(scene, v3d, rv3d, base, dt, flag);
+                               if(dtx || (base->flag & SELECT)) glMultMatrixf(ob->obmat);
+                       }
                        break;
                case OB_CAMERA:
-                       drawcamera(scene, v3d, rv3d, ob, flag);
+                       if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0 || (rv3d->persp==RV3D_CAMOB && v3d->camera==ob)) /* special exception for active camera */
+                               drawcamera(scene, v3d, rv3d, ob, flag);
                        break;
                case OB_LATTICE:
-                       drawlattice(scene, v3d, ob);
+                       if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+                               drawlattice(scene, v3d, ob);
+                       }
                        break;
                case OB_ARMATURE:
-                       if(dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material
-                       empty_object= draw_armature(scene, v3d, ar, base, dt, flag);
-                       if(dt>OB_WIRE) GPU_disable_material();
+                       if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+                               if(dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material
+                               empty_object= draw_armature(scene, v3d, ar, base, dt, flag);
+                               if(dt>OB_WIRE) GPU_disable_material();
+                       }
                        break;
                default:
-                       drawaxes(1.0, flag, OB_ARROWS);
-       }
-       if(ob->soft /*&& flag & OB_SBMOTION*/){
-               float mrt[3][3],msc[3][3],mtr[3][3]; 
-               SoftBody *sb = 0;
-               float tipw = 0.5f, tiph = 0.5f,drawsize = 4.0f;
-               if ((sb= ob->soft)){
-                       if(sb->solverflags & SBSO_MONITOR ||sb->solverflags & SBSO_ESTIMATEIPO){
-
-                               wmLoadMatrix(rv3d->viewmat);
-                               copy_m3_m3(msc,sb->lscale);
-                               copy_m3_m3(mrt,sb->lrot);
-                               mul_m3_m3m3(mtr,mrt,msc); 
-                               ob_draw_RE_motion(sb->lcom,mtr,tipw,tiph,drawsize);
-                               wmMultMatrix(ob->obmat);
+                       if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+                               drawaxes(rv3d, rv3d->viewmatob, 1.0, flag, OB_ARROWS);
                        }
-               }
        }
 
-       if(ob->pd && ob->pd->forcefield) draw_forcefield(scene, ob);
+       if((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+
+               if(ob->soft /*&& flag & OB_SBMOTION*/){
+                       float mrt[3][3],msc[3][3],mtr[3][3]; 
+                       SoftBody *sb = 0;
+                       float tipw = 0.5f, tiph = 0.5f,drawsize = 4.0f;
+                       if ((sb= ob->soft)){
+                               if(sb->solverflags & SBSO_ESTIMATEIPO){
+
+                                       glLoadMatrixf(rv3d->viewmat);
+                                       copy_m3_m3(msc,sb->lscale);
+                                       copy_m3_m3(mrt,sb->lrot);
+                                       mul_m3_m3m3(mtr,mrt,msc); 
+                                       ob_draw_RE_motion(sb->lcom,mtr,tipw,tiph,drawsize);
+                                       glMultMatrixf(ob->obmat);
+                               }
+                       }
+               }
+
+               if(ob->pd && ob->pd->forcefield) {
+                       draw_forcefield(scene, ob, rv3d);
+               }
+       }
 
        /* code for new particle system */
        if(             (warning_recursive==0) &&
@@ -5927,27 +5986,28 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                        (ob!=scene->obedit)     
          ) {
                ParticleSystem *psys;
-               PTCacheEdit *edit = PE_get_current(scene, ob);
 
                if(col || (ob->flag & SELECT)) cpack(0xFFFFFF); /* for visibility, also while wpaint */
                //glDepthMask(GL_FALSE);
 
-               wmLoadMatrix(rv3d->viewmat);
+               glLoadMatrixf(rv3d->viewmat);
                
                view3d_cached_text_draw_begin();
 
                for(psys=ob->particlesystem.first; psys; psys=psys->next) {
                        /* run this so that possible child particles get cached */
-                       if(ob->mode & OB_MODE_PARTICLE_EDIT && ob==OBACT)
+                       if(ob->mode & OB_MODE_PARTICLE_EDIT && ob==OBACT) {
+                               PTCacheEdit *edit = PE_create_current(scene, ob);
                                if(edit && edit->psys == psys)
                                        draw_update_ptcache_edit(scene, ob, edit);
+                       }
 
                        draw_new_particle_system(scene, v3d, rv3d, base, psys, dt);
                }
                
                view3d_cached_text_draw_end(v3d, ar, 0, NULL);
 
-               wmMultMatrix(ob->obmat);
+               glMultMatrixf(ob->obmat);
                
                //glDepthMask(GL_TRUE);
                if(col) cpack(col);
@@ -5960,11 +6020,11 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
          ) {
 
                if(ob->mode & OB_MODE_PARTICLE_EDIT && ob==OBACT) {
-                       PTCacheEdit *edit = PE_get_current(scene, ob);
+                       PTCacheEdit *edit = PE_create_current(scene, ob);
                        if(edit) {
-                               wmLoadMatrix(rv3d->viewmat);
+                               glLoadMatrixf(rv3d->viewmat);
                                draw_ptcache_edit(scene, v3d, rv3d, ob, edit, dt);
-                               wmMultMatrix(ob->obmat);
+                               glMultMatrixf(ob->obmat);
                        }
                }
        }
@@ -5982,7 +6042,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                        {
                                size_t i;
 
-                               wmLoadMatrix(rv3d->viewmat);
+                               glLoadMatrixf(rv3d->viewmat);
 
                                if(col || (ob->flag & SELECT)) cpack(0xFFFFFF); 
                                glDepthMask(GL_FALSE);
@@ -6000,7 +6060,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                                bglEnd();
                                glPointSize(1.0);
 
-                               wmMultMatrix(ob->obmat);
+                               glMultMatrixf(ob->obmat);
                                glDisable(GL_BLEND);
                                glDepthMask(GL_TRUE);
                                if(col) cpack(col);
@@ -6024,8 +6084,8 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                                int x, y, z;
                                float *density = smoke_get_density(smd->domain->fluid);
 
-                               wmLoadMatrix(rv3d->viewmat);
-                               // wmMultMatrix(ob->obmat);     
+                               glLoadMatrixf(rv3d->viewmat);
+                               // glMultMatrixf(ob->obmat);    
 
                                if(col || (ob->flag & SELECT)) cpack(0xFFFFFF); 
                                glDepthMask(GL_FALSE);
@@ -6058,7 +6118,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                                bglEnd();
                                glPointSize(1.0);
 
-                               wmMultMatrix(ob->obmat);
+                               glMultMatrixf(ob->obmat);
                                glDisable(GL_BLEND);
                                glDepthMask(GL_TRUE);
                                if(col) cpack(col);
@@ -6074,7 +6134,8 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                }
        }
 
-       {
+       if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+
                bConstraint *con;
                for(con=ob->constraints.first; con; con= con->next) 
                {
@@ -6085,34 +6146,37 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                                        drawRBpivot(data);
                        }
                }
-       }
 
-       /* draw extra: after normal draw because of makeDispList */
-       if(dtx && !(G.f & (G_RENDER_OGL|G_RENDER_SHADOW))) {
-               if(dtx & OB_AXIS) {
-                       drawaxes(1.0f, flag, OB_ARROWS);
-               }
-               if(dtx & OB_BOUNDBOX) draw_bounding_volume(scene, ob);
-               if(dtx & OB_TEXSPACE) drawtexspace(ob);
-               if(dtx & OB_DRAWNAME) {
-                       /* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
-                       /* but, we also dont draw names for sets or duplicators */
-                       if(flag == 0) {
-                               view3d_cached_text_draw_add(0.0f, 0.0f, 0.0f, ob->id.name+2, 10);
+               /* draw extra: after normal draw because of makeDispList */
+               if(dtx && (G.f & G_RENDER_OGL)==0) {
+
+                       if(dtx & OB_AXIS) {
+                               drawaxes(rv3d, rv3d->viewmatob, 1.0f, flag, OB_ARROWS);
+                       }
+                       if(dtx & OB_BOUNDBOX) {
+                               if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
+                                       draw_bounding_volume(scene, ob);
+                       }
+                       if(dtx & OB_TEXSPACE) drawtexspace(ob);
+                       if(dtx & OB_DRAWNAME) {
+                               /* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
+                               /* but, we also dont draw names for sets or duplicators */
+                               if(flag == 0) {
+                                       view3d_cached_text_draw_add(0.0f, 0.0f, 0.0f, ob->id.name+2, 10, 0);
+                               }
                        }
+                       /*if(dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);*/
+                       if((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) drawWireExtra(scene, rv3d, ob);
                }
-               /*if(dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);*/
-               if((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) drawWireExtra(scene, rv3d, ob);
        }
 
-       if(dt<OB_SHADED) {
+       if(dt<OB_SHADED && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
                if((ob->gameflag & OB_DYNAMIC) || 
                        ((ob->gameflag & OB_BOUNDS) && (ob->boundtype == OB_BOUND_SPHERE))) {
-                       float tmat[4][4], imat[4][4], vec[3];
+                       float imat[4][4], vec[3];
 
                        vec[0]= vec[1]= vec[2]= 0.0;
-                       wmGetMatrix(tmat);
-                       invert_m4_m4(imat, tmat);
+                       invert_m4_m4(imat, rv3d->viewmatob);
 
                        setlinestyle(2);
                        drawcircball(GL_LINE_LOOP, vec, ob->inertia, imat);
@@ -6123,19 +6187,21 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
        /* return warning, this is cached text draw */
        view3d_cached_text_draw_end(v3d, ar, 1, NULL);
 
-       wmLoadMatrix(rv3d->viewmat);
+       glLoadMatrixf(rv3d->viewmat);
 
        if(zbufoff) glDisable(GL_DEPTH_TEST);
 
        if(warning_recursive) return;
        if(base->flag & OB_FROMDUPLI) return;
-       if(G.f & G_RENDER_SHADOW) return;
+       if(v3d->flag2 & V3D_RENDER_OVERRIDE) return;
 
        /* object centers, need to be drawn in viewmat space for speed, but OK for picking select */
        if(ob!=OBACT || !(ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT))) {
                int do_draw_center= -1; /* defines below are zero or positive... */
 
-               if((scene->basact)==base) 
+               if(v3d->flag2 & V3D_RENDER_OVERRIDE) {
+                       /* dont draw */
+               } else if((scene->basact)==base)
                        do_draw_center= ACTIVE;
                else if(base->flag & SELECT) 
                        do_draw_center= SELECT;
@@ -6151,13 +6217,16 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                        } 
                        else if((flag & DRAW_CONSTCOLOR)==0) {
                                /* we don't draw centers for duplicators and sets */
-                               drawcentercircle(v3d, rv3d, ob->obmat[3], do_draw_center, ob->id.lib || ob->id.us>1);
+                               if(U.obcenter_dia > 0) {
+                                       /* check > 0 otherwise grease pencil can draw into the circle select which is annoying. */
+                                       drawcentercircle(v3d, rv3d, ob->obmat[3], do_draw_center, ob->id.lib || ob->id.us>1);
+                               }
                        }
                }
        }
 
        /* not for sets, duplicators or picking */
-       if(flag==0 && (!(v3d->flag & V3D_HIDE_HELPLINES))) {
+       if(flag==0 && (v3d->flag & V3D_HIDE_HELPLINES)== 0 && (v3d->flag2 & V3D_RENDER_OVERRIDE)== 0) {
                ListBase *list;
                
                /* draw hook center and offset line */
@@ -6290,7 +6359,7 @@ static void bbs_mesh_solid_EM(Scene *scene, View3D *v3d, Object *ob, DerivedMesh
        if (facecol) {
                dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*)(intptr_t) 1, 0);
 
-               if( CHECK_OB_DRAWFACEDOT(scene, v3d, ob->dt) ) {
+               if(check_ob_drawface_dot(scene, v3d, ob->dt)) {
                        glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
                
                        bglBegin(GL_POINTS);
@@ -6303,24 +6372,13 @@ static void bbs_mesh_solid_EM(Scene *scene, View3D *v3d, Object *ob, DerivedMesh
        }
 }
 
-static int bbs_mesh_solid_hide__setDrawOpts(void *userData, int index, int *drawSmooth_r)
-{
-       Mesh *me = userData;
-
-       if (!(me->mface[index].flag&ME_HIDE)) {
-               return 1;
-       } else {
-               return 0;
-       }
-}
-
-static int bbs_mesh_solid__setDrawOpts_legacy(void *userData, int index, int *drawSmooth_r)
+static int bbs_mesh_solid__setDrawOpts(void *userData, int index, int *drawSmooth_r)
 {
        WM_set_framebuffer_index_color(index+1);
        return 1;
 }
 
-static int bbs_mesh_solid_hide__setDrawOpts_legacy(void *userData, int index, int *drawSmooth_r)
+static int bbs_mesh_solid_hide__setDrawOpts(void *userData, int index, int *drawSmooth_r)
 {
        Mesh *me = userData;
 
@@ -6336,43 +6394,12 @@ static void bbs_mesh_solid(Scene *scene, View3D *v3d, Object *ob)
 {
        DerivedMesh *dm = mesh_get_derived_final(scene, ob, v3d->customdata_mask);
        Mesh *me = (Mesh*)ob->data;
-       MCol *colors;
-       int i,j;
        int face_sel_mode = (me->flag & ME_EDIT_PAINT_MASK) ? 1:0;
        
        glColor3ub(0, 0, 0);
                
-       if( !GPU_buffer_legacy(dm) ) {
-               int *index = DM_get_face_data_layer(dm, CD_ORIGINDEX);
-               int ind;
-               colors = MEM_mallocN(dm->getNumFaces(dm)*sizeof(MCol)*4,"bbs_mesh_solid");
-               for(i=0;i<dm->getNumFaces(dm);i++) {
-                       ind= ( index )? index[i]: i;
-
-                       if (face_sel_mode==0 || !(me->mface[ind].flag&ME_HIDE)) {
-                               unsigned int fbindex = index_to_framebuffer(ind+1);
-                               for(j=0;j<4;j++) {
-                                       colors[i*4+j].b = ((fbindex)&0xFF);
-                                       colors[i*4+j].g = (((fbindex)>>8)&0xFF);
-                                       colors[i*4+j].r = (((fbindex)>>16)&0xFF);
-                               }
-                       }
-                       else {
-                               memset(&colors[i*4],0,sizeof(MCol)*4);
-                       }
-               }
-
-               CustomData_add_layer( &dm->faceData, CD_ID_MCOL, CD_ASSIGN, colors, dm->numFaceData );
-               GPU_buffer_free(dm->drawObject->colors,0);
-               dm->drawObject->colors = 0;
-
-               if(face_sel_mode)       dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, me, 1);
-               else                            dm->drawMappedFaces(dm, NULL, me, 1);
-       }
-       else {
-               if(face_sel_mode)       dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts_legacy, me, 0);
-               else                            dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts_legacy, me, 0);
-       }
+       if(face_sel_mode)       dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, me, 0);
+       else                            dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0);
 
        dm->release(dm);
 }
@@ -6381,7 +6408,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
 {
        ToolSettings *ts= scene->toolsettings;
 
-       wmMultMatrix(ob->obmat);
+       glMultMatrixf(ob->obmat);
 
        glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
        glEnable(GL_DEPTH_TEST);
@@ -6430,7 +6457,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
                break;
        }
 
-       wmLoadMatrix(rv3d->viewmat);
+       glLoadMatrixf(rv3d->viewmat);
 }
 
 
@@ -6452,9 +6479,9 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *r
 
        if(dt<=OB_WIRE) {
                if(dm)
-                       dm->drawEdges(dm, 1);
+                       dm->drawEdges(dm, 1, 0);
                else if(edm)
-                       edm->drawEdges(edm, 1); 
+                       edm->drawEdges(edm, 1, 0);      
        }
        else {
                if(outline)
@@ -6498,7 +6525,7 @@ void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
                        draw_object_mesh_instance(scene, v3d, rv3d, ob, dt, outline);
                        break;
                case OB_EMPTY:
-                       drawaxes(ob->empty_drawsize, 0, ob->empty_drawtype);
+                       drawaxes(rv3d, rv3d->viewmatob, ob->empty_drawsize, 0, ob->empty_drawtype);
                        break;
        }
 }