Merge with trunk, revision 28528 - 28976.
[blender.git] / source / blender / editors / space_view3d / drawobject.c
index 5de0308029e049b8402ae299c26490bd290e5758..89a82e51cd8ba5e952a5388125338ab9ee80096d 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 "ED_mesh.h"
 #include "ED_screen.h"
 #include "ED_sculpt.h"
 #include "ED_types.h"
-#include "ED_util.h"
 
 #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);
@@ -139,6 +108,26 @@ 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
@@ -331,16 +320,114 @@ 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) {
        
@@ -350,7 +437,7 @@ 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);
@@ -416,33 +503,25 @@ 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;
        }
@@ -500,7 +579,6 @@ 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;
 
@@ -510,6 +588,7 @@ typedef struct ViewCachedString {
        char str[128]; 
        short mval[2];
        short xoffs;
+       short flag;
 } ViewCachedString;
 
 void view3d_cached_text_draw_begin()
@@ -519,7 +598,7 @@ 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");
@@ -531,6 +610,7 @@ 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])
@@ -542,7 +622,7 @@ 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)
@@ -550,6 +630,14 @@ 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);
@@ -566,6 +654,15 @@ 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);
@@ -845,9 +942,6 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
        float imat[4][4], curcol[4];
        char col[4];
        int drawcone= (dt>OB_WIRE && !(G.f & G_PICKSEL) && la->type == LA_SPOT && (la->mode & LA_SHOW_CONE));
-
-       if(G.f & G_RENDER_SHADOW)
-               return;
        
        if(drawcone && !v3d->transp) {
                /* in this case we need to draw delayed */
@@ -894,21 +988,23 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
                        
                /* Outer circle */
                circrad = 3.0f*lampsize;
+               setlinestyle(3);
+
                drawcircball(GL_LINE_LOOP, vec, circrad, imat);
-       }
-       else
-               circrad = 0.0f;
-       
-       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);
+               /* 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) {
@@ -1145,9 +1241,6 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
        float nobmat[4][4], vec[8][4], fac, facx, facy, depth;
        int i;
 
-       if(G.f & G_RENDER_SHADOW)
-               return;
-
        cam= ob->data;
        
        glDisable(GL_LIGHTING);
@@ -1323,14 +1416,16 @@ 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) {
@@ -1339,8 +1434,6 @@ 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);
@@ -1370,7 +1463,7 @@ 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);
@@ -1799,7 +1892,7 @@ 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;
@@ -1898,7 +1991,7 @@ 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);
@@ -1985,7 +2078,8 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
        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))
+
+       if(v3d->flag2 & V3D_RENDER_OVERRIDE)
                return;
 
        /* make the precision of the pronted value proportionate to the gridsize */
@@ -2033,7 +2127,7 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
                                else
                                        sprintf(val, conv_float, len_v3v3(v1, v2));
                                
-                               view3d_cached_text_draw_add(x, y, z, val, 0);
+                               view3d_cached_text_draw_add(x, y, z, val, 0, 0);
                        }
                }
        }
@@ -2072,7 +2166,7 @@ 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);
                        }
                }
        }
@@ -2114,13 +2208,13 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
                                /* 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(fvec[0], fvec[1], fvec[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)) ) {
                                /* 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)) ) {
                                /* Vec 3 */
@@ -2129,14 +2223,14 @@ static void draw_em_measure_stats(View3D *v3d, RegionView3D *rv3d, Object *ob, E
                                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)) ) {
                                        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);
                                }
                        }
                }
@@ -2226,7 +2320,7 @@ 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);
                }
        }
        
@@ -2348,7 +2442,7 @@ 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);
@@ -2392,7 +2486,8 @@ 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);
@@ -2406,8 +2501,7 @@ 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);
                }
 
@@ -2431,7 +2525,8 @@ 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);
                }
        }
        else if(dt==OB_SOLID) {
@@ -2449,7 +2544,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                        glEnable(GL_LINE_STIPPLE);
                        glLineStipple(1, 0x8888);
 
-                       dm->drawEdges(dm, 1);
+                       dm->drawEdges(dm, 1, 0);
 
                        bglPolygonOffset(rv3d->dist, 0.0);
                        glDepthMask(1);
@@ -2462,7 +2557,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                else {
                        Paint *p;
 
-                       if((v3d->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire && !ob->sculpt)
+                       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);
 
                        glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
@@ -2476,9 +2571,11 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                                int fast= (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
 
                                if(ob->sculpt->partial_redraw) {
-                                       sculpt_get_redraw_planes(planes, ar, rv3d, ob);
-                                       fpl = planes;
-                                       ob->sculpt->partial_redraw = 0;
+                                       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);
@@ -2496,7 +2593,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                        } else {
                                UI_ThemeColor(TH_WIRE);
                        }
-                       if(!ob->sculpt)
+                       if(!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
                                dm->drawLooseEdges(dm);
                }
        }
@@ -2546,7 +2643,7 @@ 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);
                        }
 
@@ -2563,7 +2660,8 @@ 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);
                }
        }
        
@@ -2617,8 +2715,9 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
                        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), 0);
+
                if (dt!=OB_WIRE && draw_wire==2) {
                        glDepthMask(1);
                        bglPolygonOffset(rv3d->dist, 0.0);
@@ -2835,8 +2934,7 @@ 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) */
@@ -2958,6 +3056,41 @@ 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)
 {
@@ -2969,6 +3102,10 @@ 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:
@@ -3364,6 +3501,9 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
                glMultMatrixf(mat);
        }
 
+       /* needed for text display */
+       invert_m4_m4(ob->imat, ob->obmat);
+
        totpart=psys->totpart;
 
        //if(part->flag&PART_GLOB_TIME)
@@ -3674,22 +3814,22 @@ 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);
+                                               val_pos += sprintf(val, "%i", a);
 
-                                       if(part->draw&PART_DRAW_NUM && part->draw&PART_DRAW_HEALTH)
-                                               strcat(val, ":");
+                                       if((part->draw & PART_DRAW_HEALTH) && a < totpart && part->phystype==PART_PHYS_BOIDS)
+                                               sprintf(val_pos, (val_pos==val) ? "%.2f" : ":%.2f", pa_health);
 
-                                       if(part->draw&PART_DRAW_HEALTH && a < totpart && part->phystype==PART_PHYS_BOIDS) {
-                                               char tval[8];
-                                               sprintf(tval, " %.2f", pa_health);
-                                               strcat(val, tval);
-                                       }
                                        /* 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 alredy 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);
                                }
                        }
                }
@@ -3704,7 +3844,7 @@ 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)
@@ -3714,13 +3854,13 @@ 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;
@@ -3734,7 +3874,7 @@ 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);
@@ -3750,7 +3890,7 @@ 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);
@@ -3761,7 +3901,7 @@ 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);
@@ -4194,23 +4334,21 @@ 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;
@@ -4218,26 +4356,26 @@ 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); 
                                }
@@ -4248,17 +4386,54 @@ 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);
@@ -4271,7 +4446,17 @@ static void tekenvertsN(Nurb *nu, short sel, short hide_handles)
                a= nu->pntsu;
                while(a--) {
                        if(bezt->hide==0) {
-                               if (hide_handles) {
+                               if (bezt == lastsel) {
+                                       UI_ThemeColor(TH_LASTSEL_POINT);
+                                       bglVertex3fv(bezt->vec[1]);
+
+                                       if (!hide_handles) {
+                                               bglVertex3fv(bezt->vec[0]);
+                                               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]);
@@ -4287,7 +4472,13 @@ 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++;
                }
@@ -4297,18 +4488,94 @@ 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);
@@ -4322,6 +4589,10 @@ 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++) {
@@ -4331,7 +4602,7 @@ 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); 
@@ -4342,7 +4613,7 @@ 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); 
@@ -4364,7 +4635,7 @@ 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); 
@@ -4375,7 +4646,7 @@ 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); 
@@ -4392,6 +4663,8 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
                                break;
                        }
                }
+
+               ++index;
                nu= nu->next;
        }
 }
@@ -4404,6 +4677,7 @@ 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);
 
@@ -4413,11 +4687,15 @@ 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);
@@ -4425,7 +4703,7 @@ 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);
@@ -4447,8 +4725,8 @@ 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);
@@ -4468,7 +4746,7 @@ 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); 
@@ -4766,9 +5044,6 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
        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;
@@ -4857,13 +5132,13 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
 
                        /*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);
                        
@@ -5016,7 +5291,7 @@ 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;
@@ -5083,9 +5358,22 @@ 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) {
@@ -5130,10 +5418,16 @@ 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;
                }
@@ -5184,9 +5478,6 @@ 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);
@@ -5204,11 +5495,11 @@ 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);
@@ -5452,7 +5743,7 @@ 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)) {
                                
@@ -5551,9 +5842,11 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                                        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;
@@ -5564,14 +5857,16 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
                        if(cu->editnurb) {
                                drawnurb(scene, v3d, rv3d, base, cu->editnurb->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:
                {
@@ -5579,51 +5874,69 @@ 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, base, dt, flag);
-                       if(dtx || (base->flag & SELECT)) glMultMatrixf(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((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+                               drawaxes(rv3d, rv3d->viewmatob, 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_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((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);
+               if(ob->pd && ob->pd->forcefield) {
+                       draw_forcefield(scene, ob, rv3d);
+               }
+       }
 
        /* code for new particle system */
        if(             (warning_recursive==0) &&
@@ -5632,7 +5945,6 @@ 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);
@@ -5643,9 +5955,11 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
 
                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);
                }
@@ -5665,7 +5979,7 @@ 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) {
                                glLoadMatrixf(rv3d->viewmat);
                                draw_ptcache_edit(scene, v3d, rv3d, ob, edit, dt);
@@ -5779,7 +6093,8 @@ 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) 
                {
@@ -5790,24 +6105,28 @@ 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) {
@@ -5833,13 +6152,15 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
 
        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;
@@ -5856,15 +6177,15 @@ 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 */
                                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);
+                                       /* 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 */
@@ -5997,7 +6318,7 @@ 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);
@@ -6117,9 +6438,9 @@ 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)
@@ -6163,7 +6484,7 @@ 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;
        }
 }