code cleanup: function naming, use BKE_*type* prefix.
[blender.git] / source / blender / editors / space_view3d / view3d_draw.c
index ad85ff6dea80d98c77d496757500883849ed19c7..7ede8e01194d72a1776e14b9e65413630c0c12da 100644 (file)
@@ -65,7 +65,7 @@
 #include "BKE_movieclip.h"
 
 #include "RE_engine.h"
-#include "RE_pipeline.h"       // make_stars
+#include "RE_pipeline.h"    // make_stars
 
 #include "IMB_imbuf_types.h"
 #include "IMB_imbuf.h"
 #include "GPU_material.h"
 #include "GPU_extensions.h"
 
-#include "view3d_intern.h"     // own include
+#include "view3d_intern.h"  // own include
 
 
 
 static void star_stuff_init_func(void)
 {
-       cpack(-1);
+       cpack(0xFFFFFF);
        glPointSize(1.0);
        glBegin(GL_POINTS);
 }
-static void star_stuff_vertex_func(float* i)
+static void star_stuff_vertex_func(float*i)
 {
        glVertex3fv(i);
 }
@@ -119,9 +119,9 @@ void circf(float x, float y, float rad)
        
        glPushMatrix(); 
        
-       glTranslatef(x,  y, 0.); 
+       glTranslatef(x, y, 0.0);
        
-       gluDisk( qobj, 0.0,  rad, 32, 1); 
+       gluDisk(qobj, 0.0,  rad, 32, 1);
        
        glPopMatrix(); 
        
@@ -136,9 +136,9 @@ void circ(float x, float y, float rad)
        
        glPushMatrix(); 
        
-       glTranslatef(x,  y, 0.); 
+       glTranslatef(x, y, 0.0);
        
-       gluDisk( qobj, 0.0,  rad, 32, 1); 
+       gluDisk(qobj, 0.0,  rad, 32, 1);
        
        glPopMatrix(); 
        
@@ -150,101 +150,109 @@ void circ(float x, float y, float rad)
 
 static void view3d_draw_clipping(RegionView3D *rv3d)
 {
-       BoundBox *bb= rv3d->clipbb;
+       BoundBox *bb = rv3d->clipbb;
 
-       if(bb) {
-               static unsigned int clipping_index[6][4]= {{0, 1, 2, 3},
-                                                          {0, 4, 5, 1},
-                                                          {4, 7, 6, 5},
-                                                          {7, 3, 2, 6},
-                                                          {1, 5, 6, 2},
-                                                          {7, 4, 0, 3}};
+       if (bb) {
+               static unsigned int clipping_index[6][4] = {{0, 1, 2, 3},
+                                                           {0, 4, 5, 1},
+                                                           {4, 7, 6, 5},
+                                                           {7, 3, 2, 6},
+                                                           {1, 5, 6, 2},
+                                                           {7, 4, 0, 3}};
 
                UI_ThemeColorShade(TH_BACK, -8);
 
                glEnableClientState(GL_VERTEX_ARRAY);
                glVertexPointer(3, GL_FLOAT, 0, bb->vec);
-               glDrawElements(GL_QUADS, sizeof(clipping_index)/sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index);
+               glDrawElements(GL_QUADS, sizeof(clipping_index) / sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index);
                glDisableClientState(GL_VERTEX_ARRAY);
 
        }
 }
 
-void view3d_set_clipping(RegionView3D *rv3d)
+void ED_view3d_clipping_set(RegionView3D *rv3d)
 {
        double plane[4];
-       int a, tot=4;
-       
-       if(rv3d->viewlock) tot= 6;
-       
-       for(a=0; a<tot; a++) {
-               QUATCOPY(plane, rv3d->clip[a]);
-               glClipPlane(GL_CLIP_PLANE0+a, plane);
-               glEnable(GL_CLIP_PLANE0+a);
+       const unsigned int tot = (rv3d->viewlock) ? 4 : 6;
+       unsigned int a;
+
+       for (a = 0; a < tot; a++) {
+               copy_v4db_v4fl(plane, rv3d->clip[a]);
+               glClipPlane(GL_CLIP_PLANE0 + a, plane);
+               glEnable(GL_CLIP_PLANE0 + a);
        }
 }
 
-void view3d_clr_clipping(void)
+/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */
+void ED_view3d_clipping_disable(void)
 {
-       int a;
-       
-       for(a=0; a<6; a++) {
-               glDisable(GL_CLIP_PLANE0+a);
+       unsigned int a;
+
+       for (a = 0; a < 6; a++) {
+               glDisable(GL_CLIP_PLANE0 + a);
        }
 }
+void ED_view3d_clipping_enable(void)
+{
+       unsigned int a;
 
-static int test_clipping(const float vec[3], float clip[][4])
+       for (a = 0; a < 6; a++) {
+               glEnable(GL_CLIP_PLANE0 + a);
+       }
+}
+
+static int view3d_clipping_test(const float vec[3], float clip[][4])
 {
        float view[3];
        copy_v3_v3(view, vec);
 
-       if(0.0f < clip[0][3] + dot_v3v3(view, clip[0]))
-               if(0.0f < clip[1][3] + dot_v3v3(view, clip[1]))
-                       if(0.0f < clip[2][3] + dot_v3v3(view, clip[2]))
-                               if(0.0f < clip[3][3] + dot_v3v3(view, clip[3]))
+       if (0.0f < clip[0][3] + dot_v3v3(view, clip[0]))
+               if (0.0f < clip[1][3] + dot_v3v3(view, clip[1]))
+                       if (0.0f < clip[2][3] + dot_v3v3(view, clip[2]))
+                               if (0.0f < clip[3][3] + dot_v3v3(view, clip[3]))
                                        return 0;
 
        return 1;
 }
 
-/* for 'local' ED_view3d_local_clipping must run first
+/* for 'local' ED_view3d_clipping_local must run first
  * then all comparisons can be done in localspace */
-int ED_view3d_test_clipping(RegionView3D *rv3d, const float vec[3], const int local)
+int ED_view3d_clipping_test(RegionView3D *rv3d, const float vec[3], const int is_local)
 {
-       return test_clipping(vec, local ? rv3d->clip_local : rv3d->clip);
+       return view3d_clipping_test(vec, is_local ? rv3d->clip_local : rv3d->clip);
 }
 
 /* ********* end custom clipping *********** */
 
 
-static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, float dx)
+static void drawgrid_draw(ARegion *ar, double wx, double wy, double x, double y, double dx)
 {      
-       float verts[2][2];
+       double verts[2][2];
 
-       x+= (wx); 
-       y+= (wy);
+       x += (wx);
+       y += (wy);
 
        /* set fixed 'Y' */
-       verts[0][1]= 0.0f;
-       verts[1][1]= (float)ar->winy;
+       verts[0][1] = 0.0f;
+       verts[1][1] = (double)ar->winy;
 
        /* iter over 'X' */
-       verts[0][0] = verts[1][0] = x-dx*floorf(x/dx);
+       verts[0][0] = verts[1][0] = x - dx *floor(x / dx);
        glEnableClientState(GL_VERTEX_ARRAY);
-       glVertexPointer(2, GL_FLOAT, 0, verts);
+       glVertexPointer(2, GL_DOUBLE, 0, verts);
 
-       while(verts[0][0] < ar->winx) {
+       while (verts[0][0] < ar->winx) {
                glDrawArrays(GL_LINES, 0, 2);
                verts[0][0] = verts[1][0] = verts[0][0] + dx;
        }
 
        /* set fixed 'X' */
-       verts[0][0]= 0.0f;
-       verts[1][0]= (float)ar->winx;
+       verts[0][0] = 0.0f;
+       verts[1][0] = (double)ar->winx;
 
        /* iter over 'Y' */
-       verts[0][1]= verts[1][1]= y-dx*floorf(y/dx);
-       while(verts[0][1] < ar->winy) {
+       verts[0][1] = verts[1][1] = y - dx *floor(y / dx);
+       while (verts[0][1] < ar->winy) {
                glDrawArrays(GL_LINES, 0, 2);
                verts[0][1] = verts[1][1] = verts[0][1] + dx;
        }
@@ -257,69 +265,66 @@ static void drawgrid_draw(ARegion *ar, float wx, float wy, float x, float y, flo
 static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
 {
        /* extern short bgpicmode; */
-       RegionView3D *rv3d= ar->regiondata;
-       float wx, wy, x, y, fw, fx, fy, dx;
-       float vec4[4];
+       RegionView3D *rv3d = ar->regiondata;
+       double wx, wy, x, y, fw, fx, fy, dx;
+       double vec4[4];
        unsigned char col[3], col2[3];
 
-       vec4[0]=vec4[1]=vec4[2]=0.0; 
-       vec4[3]= 1.0;
-       mul_m4_v4(rv3d->persmat, vec4);
-       fx= vec4[0]; 
-       fy= vec4[1]; 
-       fw= vec4[3];
+       fx = rv3d->persmat[3][0];
+       fy = rv3d->persmat[3][1];
+       fw = rv3d->persmat[3][3];
 
-       wx= (ar->winx/2.0);     /* because of rounding errors, grid at wrong location */
-       wy= (ar->winy/2.0);
+       wx = (ar->winx / 2.0); /* because of rounding errors, grid at wrong location */
+       wy = (ar->winy / 2.0);
 
-       x= (wx)*fx/fw;
-       y= (wy)*fy/fw;
+       x = (wx) * fx / fw;
+       y = (wy) * fy / fw;
 
-       vec4[0]=vec4[1]= v3d->grid;
+       vec4[0] = vec4[1] = v3d->grid;
 
-       vec4[2]= 0.0;
-       vec4[3]= 1.0;
-       mul_m4_v4(rv3d->persmat, vec4);
-       fx= vec4[0]; 
-       fy= vec4[1]; 
-       fw= vec4[3];
+       vec4[2] = 0.0;
+       vec4[3] = 1.0;
+       mul_m4_v4d(rv3d->persmat, vec4);
+       fx = vec4[0];
+       fy = vec4[1];
+       fw = vec4[3];
 
-       dx= fabs(x-(wx)*fx/fw);
-       if(dx==0) dx= fabs(y-(wy)*fy/fw);
+       dx = fabs(x - (wx) * fx / fw);
+       if (dx == 0) dx = fabs(y - (wy) * fy / fw);
        
-       glDepthMask(0);         // disable write in zbuffer
+       glDepthMask(0);     // disable write in zbuffer
 
        /* check zoom out */
        UI_ThemeColor(TH_GRID);
        
-       if(unit->system) {
+       if (unit->system) {
                /* Use GRID_MIN_PX*2 for units because very very small grid
                 * items are less useful when dealing with units */
                void *usys;
                int len, i;
-               float dx_scalar;
+               double dx_scalar;
                float blend_fac;
 
                bUnit_GetSystem(&usys, &len, unit->system, B_UNIT_LENGTH);
 
-               if(usys) {
-                       i= len;
-                       while(i--) {
-                               float scalar= bUnit_GetScaler(usys, i);
+               if (usys) {
+                       i = len;
+                       while (i--) {
+                               double scalar = bUnit_GetScaler(usys, i);
 
                                dx_scalar = dx * scalar / unit->scale_length;
-                               if (dx_scalar < (GRID_MIN_PX*2))
+                               if (dx_scalar < (GRID_MIN_PX * 2.0))
                                        continue;
 
                                /* Store the smallest drawn grid size units name so users know how big each grid cell is */
-                               if(*grid_unit==NULL) {
-                                       *grid_unit= bUnit_GetNameDisplay(usys, i);
-                                       rv3d->gridview= (scalar * v3d->grid) / unit->scale_length;
+                               if (*grid_unit == NULL) {
+                                       *grid_unit = bUnit_GetNameDisplay(usys, i);
+                                       rv3d->gridview = (float)((scalar * v3d->grid) / (double)unit->scale_length);
                                }
-                               blend_fac= 1-((GRID_MIN_PX*2)/dx_scalar);
+                               blend_fac = 1.0f - ((GRID_MIN_PX * 2.0f) / (float)dx_scalar);
 
                                /* tweak to have the fade a bit nicer */
-                               blend_fac= (blend_fac * blend_fac) * 2.0f;
+                               blend_fac = (blend_fac * blend_fac) * 2.0f;
                                CLAMP(blend_fac, 0.3f, 1.0f);
 
 
@@ -332,83 +337,83 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
        else {
                short sublines = v3d->gridsubdiv;
 
-               if(dx<GRID_MIN_PX) {
-                       rv3d->gridview*= sublines;
-                       dx*= sublines;
-                       
-                       if(dx<GRID_MIN_PX) {
-                               rv3d->gridview*= sublines;
-                               dx*= sublines;
-
-                               if(dx<GRID_MIN_PX) {
-                                       rv3d->gridview*= sublines;
-                                       dx*=sublines;
-                                       if(dx<GRID_MIN_PX);
+               if (dx < GRID_MIN_PX) {
+                       rv3d->gridview *= sublines;
+                       dx *= sublines;
+
+                       if (dx < GRID_MIN_PX) {
+                               rv3d->gridview *= sublines;
+                               dx *= sublines;
+
+                               if (dx < GRID_MIN_PX) {
+                                       rv3d->gridview *= sublines;
+                                       dx *= sublines;
+                                       if (dx < GRID_MIN_PX) ;
                                        else {
                                                UI_ThemeColor(TH_GRID);
                                                drawgrid_draw(ar, wx, wy, x, y, dx);
                                        }
                                }
-                               else {  // start blending out
-                                       UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
+                               else {  // start blending out
+                                       UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX * 6.0f));
                                        drawgrid_draw(ar, wx, wy, x, y, dx);
 
                                        UI_ThemeColor(TH_GRID);
-                                       drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
+                                       drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
                                }
                        }
-                       else {  // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10))
-                               UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
+                       else {  // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10))
+                               UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX * 6.0f));
                                drawgrid_draw(ar, wx, wy, x, y, dx);
 
                                UI_ThemeColor(TH_GRID);
-                               drawgrid_draw(ar, wx, wy, x, y, sublines*dx);
+                               drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
                        }
                }
                else {
-                       if(dx>(GRID_MIN_PX*10)) {               // start blending in
-                               rv3d->gridview/= sublines;
-                               dx/= sublines;
-                               if(dx>(GRID_MIN_PX*10)) {               // start blending in
-                                       rv3d->gridview/= sublines;
-                                       dx/= sublines;
-                                       if(dx>(GRID_MIN_PX*10)) {
+                       if (dx > (GRID_MIN_PX * 10)) {      // start blending in
+                               rv3d->gridview /= sublines;
+                               dx /= sublines;
+                               if (dx > (GRID_MIN_PX * 10)) {      // start blending in
+                                       rv3d->gridview /= sublines;
+                                       dx /= sublines;
+                                       if (dx > (GRID_MIN_PX * 10)) {
                                                UI_ThemeColor(TH_GRID);
                                                drawgrid_draw(ar, wx, wy, x, y, dx);
                                        }
                                        else {
-                                               UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
+                                               UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX * 6));
                                                drawgrid_draw(ar, wx, wy, x, y, dx);
                                                UI_ThemeColor(TH_GRID);
-                                               drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
+                                               drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
                                        }
                                }
                                else {
-                                       UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
+                                       UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX * 6));
                                        drawgrid_draw(ar, wx, wy, x, y, dx);
                                        UI_ThemeColor(TH_GRID);
-                                       drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
+                                       drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
                                }
                        }
                        else {
-                               UI_ThemeColorBlend(TH_BACK, TH_GRID, dx/(GRID_MIN_PX*6));
+                               UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX * 6));
                                drawgrid_draw(ar, wx, wy, x, y, dx);
                                UI_ThemeColor(TH_GRID);
-                               drawgrid_draw(ar, wx, wy, x, y, dx*sublines);
+                               drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
                        }
                }
        }
 
 
-       x+= (wx); 
-       y+= (wy);
+       x += (wx);
+       y += (wy);
        UI_GetThemeColor3ubv(TH_GRID, col);
 
        setlinestyle(0);
        
        /* center cross */
        /* horizontal line */
-       if( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) 
+       if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
                UI_make_axis_color(col, col2, 'Y');
        else UI_make_axis_color(col, col2, 'X');
        glColor3ubv(col2);
@@ -416,14 +421,14 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
        fdrawline(0.0,  y,  (float)ar->winx,  y); 
        
        /* vertical line */
-       if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) 
+       if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
                UI_make_axis_color(col, col2, 'Y');
        else UI_make_axis_color(col, col2, 'Z');
        glColor3ubv(col2);
 
        fdrawline(x, 0.0, x, (float)ar->winy); 
 
-       glDepthMask(1);         // enable write in zbuffer
+       glDepthMask(1);     // enable write in zbuffer
 }
 #undef GRID_MIN_PX
 
@@ -431,67 +436,68 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
 {
        float grid, grid_scale;
        unsigned char col_grid[3];
-       const int gridlines= v3d->gridlines/2;
+       const int gridlines = v3d->gridlines / 2;
 
-       if(v3d->gridlines<3) return;
+       if (v3d->gridlines < 3) return;
        
-       grid_scale= v3d->grid;
+       grid_scale = v3d->grid;
        /* use 'grid_scale' instead of 'v3d->grid' from now on */
 
        /* apply units */
-       if(scene->unit.system) {
+       if (scene->unit.system) {
                void *usys;
                int len;
 
                bUnit_GetSystem(&usys, &len, scene->unit.system, B_UNIT_LENGTH);
 
-               if(usys) {
-                       int i= bUnit_GetBaseUnit(usys);
-                       *grid_unit= bUnit_GetNameDisplay(usys, i);
+               if (usys) {
+                       int i = bUnit_GetBaseUnit(usys);
+                       *grid_unit = bUnit_GetNameDisplay(usys, i);
                        grid_scale = (grid_scale * (float)bUnit_GetScaler(usys, i)) / scene->unit.scale_length;
                }
        }
 
-       grid= gridlines * grid_scale;
+       grid = gridlines * grid_scale;
 
-       if(v3d->zbuf && scene->obedit) glDepthMask(0);  // for zbuffer-select
+       if (v3d->zbuf && scene->obedit) glDepthMask(0);  // for zbuffer-select
 
        UI_GetThemeColor3ubv(TH_GRID, col_grid);
 
        /* draw the Y axis and/or grid lines */
-       if(v3d->gridflag & V3D_SHOW_FLOOR) {
-               float vert[4][3]= {{0.0f}};
+       if (v3d->gridflag & V3D_SHOW_FLOOR) {
+               float vert[4][3] = {{0.0f}};
                unsigned char col_bg[3];
                unsigned char col_grid_emphasise[3], col_grid_light[3];
                int a;
-               int prev_emphasise= -1;
+               int prev_emphasise = -1;
 
                UI_GetThemeColor3ubv(TH_BACK, col_bg);
 
                /* emphasise division lines lighter instead of darker, if background is darker than grid */
                UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
                UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
-                                       (((col_grid[0]+col_grid[1]+col_grid[2])+30) > (col_bg[0]+col_bg[1]+col_bg[2])) ? 20 : -10);
+                                       (((col_grid[0] + col_grid[1] + col_grid[2]) + 30) >
+                                        (col_bg[0] + col_bg[1] + col_bg[2])) ? 20 : -10);
 
                /* set fixed axis */
-               vert[0][0]= vert[2][1]= grid;
-               vert[1][0]= vert[3][1]= -grid;
+               vert[0][0] = vert[2][1] = grid;
+               vert[1][0] = vert[3][1] = -grid;
 
                glEnableClientState(GL_VERTEX_ARRAY);
                glVertexPointer(3, GL_FLOAT, 0, vert);
 
-               for(a= -gridlines;a<=gridlines;a++) {
-                       const float line= a * grid_scale;
-                       const int is_emphasise= (a % 10) == 0;
+               for (a = -gridlines; a <= gridlines; a++) {
+                       const float line = a * grid_scale;
+                       const int is_emphasise = (a % 10) == 0;
 
-                       if(is_emphasise != prev_emphasise) {
+                       if (is_emphasise != prev_emphasise) {
                                glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light);
-                               prev_emphasise= is_emphasise;
+                               prev_emphasise = is_emphasise;
                        }
 
                        /* set variable axis */
-                       vert[0][1]= vert[1][1]=
-                       vert[2][0]= vert[3][0]= line;
+                       vert[0][1] = vert[1][1] =
+                       vert[2][0] = vert[3][0] = line;
 
                        glDrawArrays(GL_LINES, 0, 4);
                }
@@ -505,28 +511,29 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
        /* check for the 'show Z axis' preference */
        if (v3d->gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
                int axis;
-               for(axis= 0; axis < 3; axis++)
-               if (v3d->gridflag & (V3D_SHOW_X << axis)) {
-                       float vert[3];
-                       unsigned char tcol[3];
-
-                       UI_make_axis_color(col_grid, tcol, 'X' + axis);
-                       glColor3ubv(tcol);
-
-                       glBegin(GL_LINE_STRIP);
-                       zero_v3(vert);
-                       vert[axis]= grid;
-                       glVertex3fv(vert );
-                       vert[axis]= -grid;
-                       glVertex3fv(vert);
-                       glEnd();
+               for (axis = 0; axis < 3; axis++) {
+                       if (v3d->gridflag & (V3D_SHOW_X << axis)) {
+                               float vert[3];
+                               unsigned char tcol[3];
+
+                               UI_make_axis_color(col_grid, tcol, 'X' + axis);
+                               glColor3ubv(tcol);
+
+                               glBegin(GL_LINE_STRIP);
+                               zero_v3(vert);
+                               vert[axis] = grid;
+                               glVertex3fv(vert);
+                               vert[axis] = -grid;
+                               glVertex3fv(vert);
+                               glEnd();
+                       }
                }
        }
 
 
 
 
-       if(v3d->zbuf && scene->obedit) glDepthMask(1);  
+       if (v3d->zbuf && scene->obedit) glDepthMask(1);
        
 }
 
@@ -535,16 +542,16 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
        int mx, my, co[2];
        int flag;
        
-       /* we dont want the clipping for cursor */
-       flag= v3d->flag;
-       v3d->flag= 0;
+       /* we don't want the clipping for cursor */
+       flag = v3d->flag;
+       v3d->flag = 0;
        project_int(ar, give_cursor(scene, v3d), co);
-       v3d->flag= flag;
+       v3d->flag = flag;
        
        mx = co[0];
        my = co[1];
        
-       if(mx!=IS_CLIPPED) {
+       if (mx != IS_CLIPPED) {
                setlinestyle(0); 
                cpack(0xFF);
                circ((float)mx, (float)my, 10.0);
@@ -554,10 +561,10 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
                setlinestyle(0);
                cpack(0x0);
                
-               sdrawline(mx-20, my, mx-5, my);
-               sdrawline(mx+5, my, mx+20, my);
-               sdrawline(mx, my-20, mx, my-5);
-               sdrawline(mx, my+5, mx, my+20);
+               sdrawline(mx - 20, my, mx - 5, my);
+               sdrawline(mx + 5, my, mx + 20, my);
+               sdrawline(mx, my - 20, mx, my - 5);
+               sdrawline(mx, my + 5, mx, my + 20);
        }
 }
 
@@ -567,9 +574,9 @@ static void draw_view_axis(RegionView3D *rv3d)
 {
        const float k = U.rvisize;   /* axis size */
        const float toll = 0.5;      /* used to see when view is quasi-orthogonal */
-       const float start = k + 1.0f;/* axis center in screen coordinates, x=y */
+       const float start = k + 1.0f; /* axis center in screen coordinates, x=y */
        float ydisp = 0.0;          /* vertical displacement to allow obj info text */
-       int bright = 25*(float)U.rvibright + 5; /* axis alpha (rvibright has range 0-10) */
+       int bright = 25 * (float)U.rvibright + 5; /* axis alpha (rvibright has range 0-10) */
 
        float vec[3];
        float dx, dy;
@@ -648,7 +655,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
        float o[3]; // center of rotation
        float end[3]; // endpoints for drawing
 
-       float color[4] = {0.f ,0.4235f, 1.f, 1.f}; // bright blue so it matches device LEDs
+       float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; // bright blue so it matches device LEDs
 
        negate_v3_v3(o, rv3d->ofs);
 
@@ -687,7 +694,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
                
                // -- draw ring around rotation center --
                {
-#define                ROT_AXIS_DETAIL 13
+#define     ROT_AXIS_DETAIL 13
 
                        const float s = 0.05f * scale;
                        const float step = 2.f * (float)(M_PI / ROT_AXIS_DETAIL);
@@ -720,18 +727,18 @@ static void draw_rotation_guide(RegionView3D *rv3d)
                        }
                        glEnd();
 
-#undef         ROT_AXIS_DETAIL
+#undef      ROT_AXIS_DETAIL
                }
 
                color[3] = 1.f; // solid dot
        }
        else
-               color[3] = 0.5f; // see-through dot
+               color[3] = 0.5f;  // see-through dot
 
        // -- draw rotation center --
        glColor4fv(color);
        glBegin(GL_POINTS);
-               glVertex3fv(o);
+       glVertex3fv(o);
        glEnd();
 
        // find screen coordinates for rotation center, then draw pretty icon
@@ -748,13 +755,13 @@ static void draw_view_icon(RegionView3D *rv3d)
 {
        BIFIconID icon;
        
-       if( ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) 
-               icon= ICON_AXIS_TOP;
-       else if( ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) 
-               icon= ICON_AXIS_FRONT;
-       else if( ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT)) 
-               icon= ICON_AXIS_SIDE;
-       else return ;
+       if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
+               icon = ICON_AXIS_TOP;
+       else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK))
+               icon = ICON_AXIS_FRONT;
+       else if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
+               icon = ICON_AXIS_SIDE;
+       else return;
        
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA,  GL_ONE_MINUS_SRC_ALPHA); 
@@ -795,15 +802,17 @@ static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
                        break;
                        
                default:
-                       if (rv3d->persp==RV3D_CAMOB) {
+                       if (rv3d->persp == RV3D_CAMOB) {
                                if ((v3d->camera) && (v3d->camera->type == OB_CAMERA)) {
                                        Camera *cam;
                                        cam = v3d->camera->data;
                                        name = (cam->type != CAM_ORTHO) ? "Camera Persp" : "Camera Ortho";
-                               } else {
+                               }
+                               else {
                                        name = "Object as Camera";
                                }
-                       } else { 
+                       }
+                       else {
                                name = (rv3d->persp == RV3D_ORTHO) ? "User Ortho" : "User Persp";
                        }
                        break;
@@ -814,94 +823,94 @@ static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
 
 static void draw_viewport_name(ARegion *ar, View3D *v3d)
 {
-       RegionView3D *rv3d= ar->regiondata;
-       const char *name= view3d_get_name(v3d, rv3d);
+       RegionView3D *rv3d = ar->regiondata;
+       const char *name = view3d_get_name(v3d, rv3d);
        char tmpstr[24];
        
        if (v3d->localvd) {
                BLI_snprintf(tmpstr, sizeof(tmpstr), "%s (Local)", name);
-               name= tmpstr;
+               name = tmpstr;
        }
 
        if (name) {
                UI_ThemeColor(TH_TEXT_HI);
-               BLF_draw_default_ascii(22,  ar->winy-17, 0.0f, name, sizeof(tmpstr));
+               BLF_draw_default_ascii(22,  ar->winy - 17, 0.0f, name, sizeof(tmpstr));
        }
 }
 
 /* draw info beside axes in bottom left-corner: 
-*      framenum, object name, bone name (if available), marker name (if available)
-*/
+ * framenum, object name, bone name (if available), marker name (if available)
+ */
 static void draw_selected_name(Scene *scene, Object *ob)
 {
        char info[256], *markern;
-       short offset=30;
+       short offset = 30;
        
        /* get name of marker on current frame (if available) */
-       markern= scene_find_marker_name(scene, CFRA);
+       markern = scene_find_marker_name(scene, CFRA);
        
        /* check if there is an object */
-       if(ob) {
+       if (ob) {
                /* name(s) to display depends on type of object */
-               if(ob->type==OB_ARMATURE) {
-                       bArmature *arm= ob->data;
-                       char *name= NULL;
+               if (ob->type == OB_ARMATURE) {
+                       bArmature *arm = ob->data;
+                       char *name = NULL;
                        
                        /* show name of active bone too (if possible) */
-                       if(arm->edbo) {
+                       if (arm->edbo) {
 
-                               if(arm->act_edbone)
-                                       name= ((EditBone *)arm->act_edbone)->name;
+                               if (arm->act_edbone)
+                                       name = ((EditBone *)arm->act_edbone)->name;
 
                        }
-                       else if(ob->mode & OB_MODE_POSE) {
-                               if(arm->act_bone) {
+                       else if (ob->mode & OB_MODE_POSE) {
+                               if (arm->act_bone) {
 
-                                       if(arm->act_bone->layer & arm->layer)
-                                               name= arm->act_bone->name;
+                                       if (arm->act_bone->layer & arm->layer)
+                                               name = arm->act_bone->name;
 
                                }
                        }
-                       if(name && markern)
-                               BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name+2, name, markern);
-                       else if(name)
-                               BLI_snprintf(info, sizeof(info), "(%d) %s %s", CFRA, ob->id.name+2, name);
+                       if (name && markern)
+                               BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name + 2, name, markern);
+                       else if (name)
+                               BLI_snprintf(info, sizeof(info), "(%d) %s %s", CFRA, ob->id.name + 2, name);
                        else
-                               BLI_snprintf(info, sizeof(info), "(%d) %s", CFRA, ob->id.name+2);
+                               BLI_snprintf(info, sizeof(info), "(%d) %s", CFRA, ob->id.name + 2);
                }
-               else if(ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
-                       Key *key= NULL;
+               else if (ELEM3(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
+                       Key *key = NULL;
                        KeyBlock *kb = NULL;
                        char shapes[MAX_NAME + 10];
                        
                        /* try to display active shapekey too */
                        shapes[0] = '\0';
                        key = ob_get_key(ob);
-                       if(key){
-                               kb = BLI_findlink(&key->block, ob->shapenr-1);
-                               if(kb){
+                       if (key) {
+                               kb = BLI_findlink(&key->block, ob->shapenr - 1);
+                               if (kb) {
                                        BLI_snprintf(shapes, sizeof(shapes), ": %s ", kb->name);
-                                       if(ob->shapeflag == OB_SHAPE_LOCK){
+                                       if (ob->shapeflag == OB_SHAPE_LOCK) {
                                                strcat(shapes, " (Pinned)");
                                        }
                                }
                        }
                        
-                       if(markern)
-                               BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name+2, shapes, markern);
+                       if (markern)
+                               BLI_snprintf(info, sizeof(info), "(%d) %s %s <%s>", CFRA, ob->id.name + 2, shapes, markern);
                        else
-                               BLI_snprintf(info, sizeof(info), "(%d) %s %s", CFRA, ob->id.name+2, shapes);
+                               BLI_snprintf(info, sizeof(info), "(%d) %s %s", CFRA, ob->id.name + 2, shapes);
                }
                else {
                        /* standard object */
                        if (markern)
-                               BLI_snprintf(info, sizeof(info), "(%d) %s <%s>", CFRA, ob->id.name+2, markern);
+                               BLI_snprintf(info, sizeof(info), "(%d) %s <%s>", CFRA, ob->id.name + 2, markern);
                        else
-                               BLI_snprintf(info, sizeof(info), "(%d) %s", CFRA, ob->id.name+2);
+                               BLI_snprintf(info, sizeof(info), "(%d) %s", CFRA, ob->id.name + 2);
                }
                
                /* color depends on whether there is a keyframe */
-               if (id_frame_has_keyframe((ID *)ob, /*BKE_curframe(scene)*/(float)(CFRA), ANIMFILTER_KEYS_LOCAL))
+               if (id_frame_has_keyframe((ID *)ob, /*BKE_curframe(scene)*/ (float)(CFRA), ANIMFILTER_KEYS_LOCAL))
                        UI_ThemeColor(TH_VERTEX_SELECT);
                else
                        UI_ThemeColor(TH_TEXT_HI);
@@ -923,34 +932,35 @@ static void draw_selected_name(Scene *scene, Object *ob)
        BLF_draw_default(offset,  10, 0.0f, info, sizeof(info));
 }
 
-static void view3d_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, rctf *viewborder_r, short no_shift, short no_zoom)
+static void view3d_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d,
+                                 rctf *viewborder_r, short no_shift, short no_zoom)
 {
        CameraParams params;
        rctf rect_view, rect_camera;
 
        /* get viewport viewplane */
-       camera_params_init(&params);
-       camera_params_from_view3d(&params, v3d, rv3d);
-       if(no_zoom)
-               params.zoom= 1.0f;
-       camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
-       rect_view= params.viewplane;
+       BKE_camera_params_init(&params);
+       BKE_camera_params_from_view3d(&params, v3d, rv3d);
+       if (no_zoom)
+               params.zoom = 1.0f;
+       BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
+       rect_view = params.viewplane;
 
        /* get camera viewplane */
-       camera_params_init(&params);
-       camera_params_from_object(&params, v3d->camera);
-       if(no_shift) {
-               params.shiftx= 0.0f;
-               params.shifty= 0.0f;
+       BKE_camera_params_init(&params);
+       BKE_camera_params_from_object(&params, v3d->camera);
+       if (no_shift) {
+               params.shiftx = 0.0f;
+               params.shifty = 0.0f;
        }
-       camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
-       rect_camera= params.viewplane;
+       BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
+       rect_camera = params.viewplane;
 
        /* get camera border within viewport */
-       viewborder_r->xmin= ((rect_camera.xmin - rect_view.xmin)/(rect_view.xmax - rect_view.xmin))*ar->winx;
-       viewborder_r->xmax= ((rect_camera.xmax - rect_view.xmin)/(rect_view.xmax - rect_view.xmin))*ar->winx;
-       viewborder_r->ymin= ((rect_camera.ymin - rect_view.ymin)/(rect_view.ymax - rect_view.ymin))*ar->winy;
-       viewborder_r->ymax= ((rect_camera.ymax - rect_view.ymin)/(rect_view.ymax - rect_view.ymin))*ar->winy;
+       viewborder_r->xmin = ((rect_camera.xmin - rect_view.xmin) / (rect_view.xmax - rect_view.xmin)) * ar->winx;
+       viewborder_r->xmax = ((rect_camera.xmax - rect_view.xmin) / (rect_view.xmax - rect_view.xmin)) * ar->winx;
+       viewborder_r->ymin = ((rect_camera.ymin - rect_view.ymin) / (rect_view.ymax - rect_view.ymin)) * ar->winy;
+       viewborder_r->ymax = ((rect_camera.ymax - rect_view.ymin) / (rect_view.ymax - rect_view.ymin)) * ar->winy;
 }
 
 void ED_view3d_calc_camera_border_size(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, float size_r[2])
@@ -958,11 +968,12 @@ void ED_view3d_calc_camera_border_size(Scene *scene, ARegion *ar, View3D *v3d, R
        rctf viewborder;
 
        view3d_camera_border(scene, ar, v3d, rv3d, &viewborder, TRUE, TRUE);
-       size_r[0]= viewborder.xmax - viewborder.xmin;
-       size_r[1]= viewborder.ymax - viewborder.ymin;
+       size_r[0] = viewborder.xmax - viewborder.xmin;
+       size_r[1] = viewborder.ymax - viewborder.ymin;
 }
 
-void ED_view3d_calc_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, rctf *viewborder_r, short no_shift)
+void ED_view3d_calc_camera_border(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d,
+                                  rctf *viewborder_r, short no_shift)
 {
        view3d_camera_border(scene, ar, v3d, rv3d, viewborder_r, no_shift, FALSE);
 }
@@ -971,10 +982,10 @@ static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float f
 {
        float x3, y3, x4, y4;
 
-       x3= x1 + fac * (x2-x1);
-       y3= y1 + fac * (y2-y1);
-       x4= x1 + (1.0f - fac) * (x2-x1);
-       y4= y1 + (1.0f - fac) * (y2-y1);
+       x3 = x1 + fac * (x2 - x1);
+       y3 = y1 + fac * (y2 - y1);
+       x4 = x1 + (1.0f - fac) * (x2 - x1);
+       y4 = y1 + (1.0f - fac) * (y2 - y1);
 
        glBegin(GL_LINES);
        glVertex2f(x1, y3);
@@ -995,18 +1006,18 @@ static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float f
 static void drawviewborder_triangle(float x1, float x2, float y1, float y2, const char golden, const char dir)
 {
        float ofs;
-       float w= x2 - x1;
-       float h= y2 - y1;
+       float w = x2 - x1;
+       float h = y2 - y1;
 
        glBegin(GL_LINES);
-       if(w > h) {
-               if(golden) {
-                       ofs = w * (1.0f-(1.0f/1.61803399f));
+       if (w > h) {
+               if (golden) {
+                       ofs = w * (1.0f - (1.0f / 1.61803399f));
                }
                else {
                        ofs = h * (h / w);
                }
-               if(dir == 'B') SWAP(float, y1, y2);
+               if (dir == 'B') SWAP(float, y1, y2);
 
                glVertex2f(x1, y1);
                glVertex2f(x2, y2);
@@ -1018,13 +1029,13 @@ static void drawviewborder_triangle(float x1, float x2, float y1, float y2, cons
                glVertex2f(x1 + ofs, y1);
        }
        else {
-               if(golden) {
-                       ofs = h * (1.0f-(1.0f/1.61803399f));
+               if (golden) {
+                       ofs = h * (1.0f - (1.0f / 1.61803399f));
                }
                else {
                        ofs = w * (w / h);
                }
-               if(dir == 'B') SWAP(float, x1, x2);
+               if (dir == 'B') SWAP(float, x1, x2);
 
                glVertex2f(x1, y1);
                glVertex2f(x2, y2);
@@ -1045,39 +1056,40 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
        float x1i, x2i, y1i, y2i;
        float x3, y3, x4, y4;
        rctf viewborder;
-       Camera *ca= NULL;
-       RegionView3D *rv3d= (RegionView3D *)ar->regiondata;
+       Camera *ca = NULL;
+       RegionView3D *rv3d = (RegionView3D *)ar->regiondata;
        
-       if(v3d->camera==NULL)
+       if (v3d->camera == NULL)
                return;
-       if(v3d->camera->type==OB_CAMERA)
+       if (v3d->camera->type == OB_CAMERA)
                ca = v3d->camera->data;
        
        ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, FALSE);
        /* the offsets */
-       x1= viewborder.xmin;
-       y1= viewborder.ymin;
-       x2= viewborder.xmax;
-       y2= viewborder.ymax;
+       x1 = viewborder.xmin;
+       y1 = viewborder.ymin;
+       x2 = viewborder.xmax;
+       y2 = viewborder.ymax;
        
        /* apply offsets so the real 3D camera shows through */
 
        /* note: quite un-scientific but without this bit extra
         * 0.0001 on the lower left the 2D border sometimes
         * obscures the 3D camera border */
-       /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticable
-        * but keep it here incase we need to remove the workaround */
-       x1i= (int)(x1 - 1.0001f);
-       y1i= (int)(y1 - 1.0001f);
-       x2i= (int)(x2 + (1.0f-0.0001f));
-       y2i= (int)(y2 + (1.0f-0.0001f));
+       /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
+        * but keep it here in case we need to remove the workaround */
+       x1i = (int)(x1 - 1.0001f);
+       y1i = (int)(y1 - 1.0001f);
+       x2i = (int)(x2 + (1.0f - 0.0001f));
+       y2i = (int)(y2 + (1.0f - 0.0001f));
        
        /* passepartout, specified in camera edit buttons */
        if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
                if (ca->passepartalpha == 1.0f) {
                        glColor3f(0, 0, 0);
-               } else {
-                       glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+               }
+               else {
+                       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        glEnable(GL_BLEND);
                        glColor4f(0, 0, 0, ca->passepartalpha);
                }
@@ -1097,41 +1109,50 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);      
 
        setlinestyle(0);
+
        UI_ThemeColor(TH_BACK);
+               
        glRectf(x1i, y1i, x2i, y2i);
 
 #ifdef VIEW3D_CAMERA_BORDER_HACK
-       if(view3d_camera_border_hack_test == TRUE) {
+       if (view3d_camera_border_hack_test == TRUE) {
                glColor4fv(view3d_camera_border_hack_col);
-               glRectf(x1i+1, y1i+1, x2i-1, y2i-1);
-               view3d_camera_border_hack_test= FALSE;
+               glRectf(x1i + 1, y1i + 1, x2i - 1, y2i - 1);
+               view3d_camera_border_hack_test = FALSE;
        }
 #endif
 
        setlinestyle(3);
+
+       /* outer line not to confuse with object selecton */
+       if (v3d->flag2 & V3D_LOCK_CAMERA) {
+               UI_ThemeColor(TH_REDALERT);
+               glRectf(x1i - 1, y1i - 1, x2i + 1, y2i + 1);
+       }
+
        UI_ThemeColor(TH_WIRE);
        glRectf(x1i, y1i, x2i, y2i);
 
        /* border */
-       if(scene->r.mode & R_BORDER) {
+       if (scene->r.mode & R_BORDER) {
                
                cpack(0);
-               x3= x1+ scene->r.border.xmin*(x2-x1);
-               y3= y1+ scene->r.border.ymin*(y2-y1);
-               x4= x1+ scene->r.border.xmax*(x2-x1);
-               y4= y1+ scene->r.border.ymax*(y2-y1);
+               x3 = x1 + scene->r.border.xmin * (x2 - x1);
+               y3 = y1 + scene->r.border.ymin * (y2 - y1);
+               x4 = x1 + scene->r.border.xmax * (x2 - x1);
+               y4 = y1 + scene->r.border.ymax * (y2 - y1);
                
                cpack(0x4040FF);
                glRectf(x3,  y3,  x4,  y4); 
        }
 
        /* safety border */
-       if(ca) {
+       if (ca) {
                if (ca->dtx & CAM_DTX_CENTER) {
                        UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
 
-                       x3= x1+ 0.5f*(x2-x1);
-                       y3= y1+ 0.5f*(y2-y1);
+                       x3 = x1 + 0.5f * (x2 - x1);
+                       y3 = y1 + 0.5f * (y2 - y1);
 
                        glBegin(GL_LINES);
                        glVertex2f(x1, y3);
@@ -1156,12 +1177,12 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
 
                if (ca->dtx & CAM_DTX_THIRDS) {
                        UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
-                       drawviewborder_grid3(x1, x2, y1, y2, 1.0f/3.0f);
+                       drawviewborder_grid3(x1, x2, y1, y2, 1.0f / 3.0f);
                }
 
                if (ca->dtx & CAM_DTX_GOLDEN) {
                        UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
-                       drawviewborder_grid3(x1, x2, y1, y2, 1.0f-(1.0f/1.61803399f));
+                       drawviewborder_grid3(x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
                }
 
                if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
@@ -1185,15 +1206,15 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
                }
 
                if (ca->flag & CAM_SHOWTITLESAFE) {
-                       fac= 0.1;
+                       fac = 0.1;
 
-                       a= fac*(x2-x1);
-                       x1+= a;
-                       x2-= a;
+                       a = fac * (x2 - x1);
+                       x1 += a;
+                       x2 -= a;
 
-                       a= fac*(y2-y1);
-                       y1+= a;
-                       y2-= a;
+                       a = fac * (y2 - y1);
+                       y1 += a;
+                       y2 -= a;
 
                        UI_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
 
@@ -1202,33 +1223,33 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
                }
                if (ca && (ca->flag & CAM_SHOWSENSOR)) {
                        /* determine sensor fit, and get sensor x/y, for auto fit we
-                          assume and square sensor and only use sensor_x */
-                       float sizex= scene->r.xsch*scene->r.xasp;
-                       float sizey= scene->r.ysch*scene->r.yasp;
-                       int sensor_fit = camera_sensor_fit(ca->sensor_fit, sizex, sizey);
-                       float sensor_x= ca->sensor_x;
-                       float sensor_y= (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO)? ca->sensor_x: ca->sensor_y;
+                        * assume and square sensor and only use sensor_x */
+                       float sizex = scene->r.xsch * scene->r.xasp;
+                       float sizey = scene->r.ysch * scene->r.yasp;
+                       int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
+                       float sensor_x = ca->sensor_x;
+                       float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
 
                        /* determine sensor plane */
                        rctf rect;
 
-                       if(sensor_fit == CAMERA_SENSOR_FIT_HOR) {
-                               float sensor_scale = (x2i-x1i) / sensor_x;
+                       if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
+                               float sensor_scale = (x2i - x1i) / sensor_x;
                                float sensor_height = sensor_scale * sensor_y;
 
-                               rect.xmin= x1i;
-                               rect.xmax= x2i;
-                               rect.ymin= (y1i + y2i)*0.5f - sensor_height*0.5f;
-                               rect.ymax= rect.ymin + sensor_height;
+                               rect.xmin = x1i;
+                               rect.xmax = x2i;
+                               rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
+                               rect.ymax = rect.ymin + sensor_height;
                        }
                        else {
-                               float sensor_scale = (y2i-y1i) / sensor_y;
+                               float sensor_scale = (y2i - y1i) / sensor_y;
                                float sensor_width = sensor_scale * sensor_x;
 
-                               rect.xmin= (x1i + x2i)*0.5f - sensor_width*0.5f;
-                               rect.xmax= rect.xmin + sensor_width;
-                               rect.ymin= y1i;
-                               rect.ymax= y2i;
+                               rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
+                               rect.xmax = rect.xmin + sensor_width;
+                               rect.ymin = y1i;
+                               rect.ymax = y2i;
                        }
 
                        /* draw */
@@ -1243,7 +1264,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
        /* camera name - draw in highlighted text color */
        if (ca && (ca->flag & CAM_SHOWNAME)) {
                UI_ThemeColor(TH_TEXT_HI);
-               BLF_draw_default(x1i, y1i-15, 0.0f, v3d->camera->id.name+2, sizeof(v3d->camera->id.name)-2);
+               BLF_draw_default(x1i, y1i - 15, 0.0f, v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
                UI_ThemeColor(TH_WIRE);
        }
 }
@@ -1252,30 +1273,30 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
 
 static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
 {
-       RegionView3D *rv3d= ar->regiondata;
+       RegionView3D *rv3d = ar->regiondata;
        struct Base *base = scene->basact;
        int multisample_enabled;
        rcti winrct;
 
        BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
 
-       if(base && (base->object->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT) ||
-                   paint_facesel_test(base->object)))
+       if (base && (base->object->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
+                    paint_facesel_test(base->object)))
        {
                /* do nothing */
        }
-       else if((base && (base->object->mode & OB_MODE_TEXTURE_PAINT)) &&
-               scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE))
+       else if ((base && (base->object->mode & OB_MODE_TEXTURE_PAINT)) &&
+                scene->toolsettings && (scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE))
        {
                /* do nothing */
        }
-       else if((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) &&
-               v3d->drawtype > OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT))
+       else if ((base && (base->object->mode & OB_MODE_PARTICLE_EDIT)) &&
+                v3d->drawtype > OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT))
        {
                /* do nothing */
        }
-       else if(scene->obedit && v3d->drawtype>OB_WIRE &&
-               (v3d->flag & V3D_ZBUF_SELECT)) {
+       else if (scene->obedit && v3d->drawtype > OB_WIRE &&
+                (v3d->flag & V3D_ZBUF_SELECT)) {
                /* do nothing */
        }
        else {
@@ -1283,29 +1304,29 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
                return;
        }
 
-       if!(v3d->flag & V3D_INVALID_BACKBUF) ) return;
+       if (!(v3d->flag & V3D_INVALID_BACKBUF) ) return;
 
-//     if(test) {
-//             if(qtest()) {
+//     if (test) {
+//             if (qtest()) {
 //                     addafterqueue(ar->win, BACKBUFDRAW, 1);
 //                     return;
 //             }
 //     }
 
-       if(v3d->drawtype > OB_WIRE) v3d->zbuf= TRUE;
+       if (v3d->drawtype > OB_WIRE) v3d->zbuf = TRUE;
        
        /* dithering and AA break color coding, so disable */
        glDisable(GL_DITHER);
 
-       multisample_enabled= glIsEnabled(GL_MULTISAMPLE_ARB);
-       if(multisample_enabled)
+       multisample_enabled = glIsEnabled(GL_MULTISAMPLE_ARB);
+       if (multisample_enabled)
                glDisable(GL_MULTISAMPLE_ARB);
 
        region_scissor_winrct(ar, &winrct);
        glScissor(winrct.xmin, winrct.ymin, winrct.xmax - winrct.xmin, winrct.ymax - winrct.ymin);
 
        glClearColor(0.0, 0.0, 0.0, 0.0); 
-       if(v3d->zbuf) {
+       if (v3d->zbuf) {
                glEnable(GL_DEPTH_TEST);
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        }
@@ -1314,26 +1335,26 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
                glDisable(GL_DEPTH_TEST);
        }
        
-       if(rv3d->rflag & RV3D_CLIPPING)
-               view3d_set_clipping(rv3d);
+       if (rv3d->rflag & RV3D_CLIPPING)
+               ED_view3d_clipping_set(rv3d);
        
        G.f |= G_BACKBUFSEL;
        
-       if(base && (base->lay & v3d->lay))
+       if (base && (base->lay & v3d->lay))
                draw_object_backbufsel(scene, v3d, rv3d, base->object);
 
        v3d->flag &= ~V3D_INVALID_BACKBUF;
-       ar->swap= 0; /* mark invalid backbuf for wm draw */
+       ar->swap = 0; /* mark invalid backbuf for wm draw */
 
        G.f &= ~G_BACKBUFSEL;
-       v3d->zbuf= FALSE; 
+       v3d->zbuf = FALSE;
        glDisable(GL_DEPTH_TEST);
        glEnable(GL_DITHER);
-       if(multisample_enabled)
+       if (multisample_enabled)
                glEnable(GL_MULTISAMPLE_ARB);
 
-       if(rv3d->rflag & RV3D_CLIPPING)
-               view3d_clr_clipping();
+       if (rv3d->rflag & RV3D_CLIPPING)
+               ED_view3d_clipping_disable();
 
        /* it is important to end a view in a transform compatible with buttons */
 //     persp(PERSP_WIN);  // set ortho
@@ -1342,7 +1363,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
 
 void view3d_validate_backbuf(ViewContext *vc)
 {
-       if(vc->v3d->flag & V3D_INVALID_BACKBUF)
+       if (vc->v3d->flag & V3D_INVALID_BACKBUF)
                backdrawview3d(vc->scene, vc->ar, vc->v3d);
 }
 
@@ -1351,16 +1372,16 @@ unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y)
 {
        unsigned int col;
        
-       if(x >= vc->ar->winx || y >= vc->ar->winy) return 0;
-       x+= vc->ar->winrct.xmin;
-       y+= vc->ar->winrct.ymin;
+       if (x >= vc->ar->winx || y >= vc->ar->winy) return 0;
+       x += vc->ar->winrct.xmin;
+       y += vc->ar->winrct.ymin;
        
        view3d_validate_backbuf(vc);
 
        glReadPixels(x,  y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,  &col);
        glReadBuffer(GL_BACK);  
        
-       if(ENDIAN_ORDER==B_ENDIAN) SWITCH_INT(col);
+       if (ENDIAN_ORDER == B_ENDIAN) SWITCH_INT(col);
        
        return WM_framebuffer_to_index(col);
 }
@@ -1374,42 +1395,47 @@ ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax,
        short xminc, yminc, xmaxc, ymaxc, xs, ys;
        
        /* clip */
-       if(xmin<0) xminc= 0; else xminc= xmin;
-       if(xmax >= vc->ar->winx) xmaxc= vc->ar->winx-1; else xmaxc= xmax;
-       if(xminc > xmaxc) return NULL;
+       if (xmin < 0) xminc = 0; else xminc = xmin;
+       if (xmax >= vc->ar->winx) xmaxc = vc->ar->winx - 1; else xmaxc = xmax;
+       if (xminc > xmaxc) return NULL;
 
-       if(ymin<0) yminc= 0; else yminc= ymin;
-       if(ymax >= vc->ar->winy) ymaxc= vc->ar->winy-1; else ymaxc= ymax;
-       if(yminc > ymaxc) return NULL;
+       if (ymin < 0) yminc = 0; else yminc = ymin;
+       if (ymax >= vc->ar->winy) ymaxc = vc->ar->winy - 1; else ymaxc = ymax;
+       if (yminc > ymaxc) return NULL;
        
-       ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect);
+       ibuf = IMB_allocImBuf((xmaxc - xminc + 1), (ymaxc - yminc + 1), 32, IB_rect);
 
        view3d_validate_backbuf(vc); 
        
-       glReadPixels(vc->ar->winrct.xmin+xminc, vc->ar->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
+       glReadPixels(vc->ar->winrct.xmin + xminc,
+                    vc->ar->winrct.ymin + yminc,
+                    (xmaxc - xminc + 1),
+                    (ymaxc - yminc + 1),
+                    GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
+
        glReadBuffer(GL_BACK);  
 
-       if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
+       if (ENDIAN_ORDER == B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
 
-       a= (xmaxc-xminc+1)*(ymaxc-yminc+1);
-       dr= ibuf->rect;
-       while(a--) {
-               if(*dr) *dr= WM_framebuffer_to_index(*dr);
+       a = (xmaxc - xminc + 1) * (ymaxc - yminc + 1);
+       dr = ibuf->rect;
+       while (a--) {
+               if (*dr) *dr = WM_framebuffer_to_index(*dr);
                dr++;
        }
        
        /* put clipped result back, if needed */
-       if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax) 
+       if (xminc == xmin && xmaxc == xmax && yminc == ymin && ymaxc == ymax)
                return ibuf;
        
-       ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect);
-       rd= ibuf->rect;
-       dr= ibuf1->rect;
-               
-       for(ys= ymin; ys<=ymax; ys++) {
-               for(xs= xmin; xs<=xmax; xs++, dr++) {
-                       if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) {
-                               *dr= *rd;
+       ibuf1 = IMB_allocImBuf( (xmax - xmin + 1), (ymax - ymin + 1), 32, IB_rect);
+       rd = ibuf->rect;
+       dr = ibuf1->rect;
+
+       for (ys = ymin; ys <= ymax; ys++) {
+               for (xs = xmin; xs <= xmax; xs++, dr++) {
+                       if (xs >= xminc && xs <= xmaxc && ys >= yminc && ys <= ymaxc) {
+                               *dr = *rd;
                                rd++;
                        }
                }
@@ -1420,59 +1446,59 @@ ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax,
 
 /* smart function to sample a rect spiralling outside, nice for backbuf selection */
 unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int size,
-                                                                               unsigned int min, unsigned int max, int *dist, short strict, 
-                                                                               void *handle, unsigned int (*indextest)(void *handle, unsigned int index))
+                                        unsigned int min, unsigned int max, int *dist, short strict,
+                                        void *handle, unsigned int (*indextest)(void *handle, unsigned int index))
 {
        struct ImBuf *buf;
        unsigned int *bufmin, *bufmax, *tbuf;
        int minx, miny;
        int a, b, rc, nr, amount, dirvec[4][2];
-       int distance=0;
+       int distance = 0;
        unsigned int index = 0;
        short indexok = 0;      
 
-       amount= (size-1)/2;
+       amount = (size - 1) / 2;
 
-       minx = mval[0]-(amount+1);
-       miny = mval[1]-(amount+1);
-       buf = view3d_read_backbuf(vc, minx, miny, minx+size-1, miny+size-1);
+       minx = mval[0] - (amount + 1);
+       miny = mval[1] - (amount + 1);
+       buf = view3d_read_backbuf(vc, minx, miny, minx + size - 1, miny + size - 1);
        if (!buf) return 0;
 
-       rc= 0;
+       rc = 0;
        
-       dirvec[0][0]= 1; dirvec[0][1]= 0;
-       dirvec[1][0]= 0; dirvec[1][1]= -size;
-       dirvec[2][0]= -1; dirvec[2][1]= 0;
-       dirvec[3][0]= 0; dirvec[3][1]= size;
+       dirvec[0][0] = 1; dirvec[0][1] = 0;
+       dirvec[1][0] = 0; dirvec[1][1] = -size;
+       dirvec[2][0] = -1; dirvec[2][1] = 0;
+       dirvec[3][0] = 0; dirvec[3][1] = size;
        
        bufmin = buf->rect;
        tbuf = buf->rect;
-       bufmax = buf->rect + size*size;
-       tbuf+= amount*size+ amount;
+       bufmax = buf->rect + size * size;
+       tbuf += amount * size + amount;
        
-       for(nr=1; nr<=size; nr++) {
+       for (nr = 1; nr <= size; nr++) {
                
-               for(a=0; a<2; a++) {
-                       for(b=0; b<nr; b++, distance++) {
-                               if (*tbuf && *tbuf>=min && *tbuf<max) { //we got a hit
-                                       if(strict){
-                                               indexok =  indextest(handle, *tbuf - min+1);
-                                               if(indexok){
-                                                       *dist= (short) sqrt( (float)distance   );
-                                                       index = *tbuf - min+1;
+               for (a = 0; a < 2; a++) {
+                       for (b = 0; b < nr; b++, distance++) {
+                               if (*tbuf && *tbuf >= min && *tbuf < max) { //we got a hit
+                                       if (strict) {
+                                               indexok =  indextest(handle, *tbuf - min + 1);
+                                               if (indexok) {
+                                                       *dist = (short) sqrt( (float)distance);
+                                                       index = *tbuf - min + 1;
                                                        goto exit; 
                                                }                                               
                                        }
-                                       else{
-                                               *dist= (short) sqrt( (float)distance ); // XXX, this distance is wrong - 
-                                               index = *tbuf - min+1; // messy yah, but indices start at 1
+                                       else {
+                                               *dist = (short) sqrt( (float)distance); // XXX, this distance is wrong -
+                                               index = *tbuf - min + 1; // messy yah, but indices start at 1
                                                goto exit;
                                        }                       
                                }
                                
-                               tbuf+= (dirvec[rc][0]+dirvec[rc][1]);
+                               tbuf += (dirvec[rc][0] + dirvec[rc][1]);
                                
-                               if(tbuf<bufmin || tbuf>=bufmax) {
+                               if (tbuf < bufmin || tbuf >= bufmax) {
                                        goto exit;
                                }
                        }
@@ -1489,135 +1515,140 @@ exit:
 
 /* ************************************************************* */
 
-static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
+static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d, int foreground)
 {
-       RegionView3D *rv3d= ar->regiondata;
+       RegionView3D *rv3d = ar->regiondata;
        BGpic *bgpic;
        Image *ima;
        MovieClip *clip;
-       ImBuf *ibuf= NULL, *freeibuf;
+       ImBuf *ibuf = NULL, *freeibuf;
        float vec[4], fac, asp, zoomx, zoomy;
        float x1, y1, x2, y2, cx, cy;
+       int fg_flag = foreground ? V3D_BGPIC_FOREGROUND : 0;
 
+       for (bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) {
 
-       for ( bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next ) {
+               if ((bgpic->flag & V3D_BGPIC_FOREGROUND) != fg_flag)
+                       continue;
 
-               if(     (bgpic->view == 0) || /* zero for any */
-                       (bgpic->view & (1<<rv3d->view)) || /* check agaist flags */
-                       (rv3d->persp==RV3D_CAMOB && bgpic->view == (1<<RV3D_VIEW_CAMERA))
-               {
+               if ((bgpic->view == 0) || /* zero for any */
+                   (bgpic->view & (1 << rv3d->view)) || /* check agaist flags */
+                   (rv3d->persp == RV3D_CAMOB && bgpic->view == (1 << RV3D_VIEW_CAMERA)))
+               {
                        /* disable individual images */
-                       if((bgpic->flag&V3D_BGPIC_DISABLED))
+                       if ((bgpic->flag & V3D_BGPIC_DISABLED))
                                continue;
 
-                       freeibuf= NULL;
-                       if(bgpic->source==V3D_BGPIC_IMAGE) {
-                               ima= bgpic->ima;
-                               if(ima==NULL)
+                       freeibuf = NULL;
+                       if (bgpic->source == V3D_BGPIC_IMAGE) {
+                               ima = bgpic->ima;
+                               if (ima == NULL)
                                        continue;
                                BKE_image_user_calc_frame(&bgpic->iuser, CFRA, 0);
-                               ibuf= BKE_image_get_ibuf(ima, &bgpic->iuser);
-                       } else {
-                               clip= NULL;
+                               ibuf = BKE_image_get_ibuf(ima, &bgpic->iuser);
+                       }
+                       else {
+                               clip = NULL;
 
-                               if(bgpic->flag&V3D_BGPIC_CAMERACLIP) {
-                                       if(scene->camera)
-                                               clip= object_get_movieclip(scene, scene->camera, 1);
-                               } else clip= bgpic->clip;
+                               if (bgpic->flag & V3D_BGPIC_CAMERACLIP) {
+                                       if (scene->camera)
+                                               clip = BKE_object_movieclip_get(scene, scene->camera, 1);
+                               }
+                               else clip = bgpic->clip;
 
-                               if(clip==NULL)
+                               if (clip == NULL)
                                        continue;
 
                                BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA);
-                               ibuf= BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
+                               ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
 
                                /* working with ibuf from image and clip has got different workflow now.
-                                  ibuf acquired from clip is referenced by cache system and should
-                                  be dereferenced after usage. */
-                               freeibuf= ibuf;
+                                * ibuf acquired from clip is referenced by cache system and should
+                                * be dereferenced after usage. */
+                               freeibuf = ibuf;
                        }
 
-                       if(ibuf==NULL)
+                       if (ibuf == NULL)
                                continue;
 
-                       if((ibuf->rect==NULL && ibuf->rect_float==NULL) || ibuf->channels!=4) { /* invalid image format */
-                               if(freeibuf)
+                       if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) { /* invalid image format */
+                               if (freeibuf)
                                        IMB_freeImBuf(freeibuf);
 
                                continue;
                        }
 
-                       if(ibuf->rect==NULL)
+                       if (ibuf->rect == NULL)
                                IMB_rect_from_float(ibuf);
 
-                       if(rv3d->persp==RV3D_CAMOB) {
+                       if (rv3d->persp == RV3D_CAMOB) {
                                rctf vb;
 
                                ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, FALSE);
 
-                               x1= vb.xmin;
-                               y1= vb.ymin;
-                               x2= vb.xmax;
-                               y2= vb.ymax;
+                               x1 = vb.xmin;
+                               y1 = vb.ymin;
+                               x2 = vb.xmax;
+                               y2 = vb.ymax;
                        }
                        else {
                                float sco[2];
-                               const float mval_f[2]= {1.0f, 0.0f};
+                               const float mval_f[2] = {1.0f, 0.0f};
 
                                /* calc window coord */
                                initgrabz(rv3d, 0.0, 0.0, 0.0);
                                ED_view3d_win_to_delta(ar, mval_f, vec);
-                               fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
-                               fac= 1.0f/fac;
+                               fac = maxf(fabsf(vec[0]), maxf(fabsf(vec[1]), fabsf(vec[2]))); /* largest abs axis */
+                               fac = 1.0f / fac;
 
-                               asp= ( (float)ibuf->y)/(float)ibuf->x;
+                               asp = ( (float)ibuf->y) / (float)ibuf->x;
 
-                               vec[0] = vec[1] = vec[2] = 0.0;
-                               ED_view3d_project_float(ar, vec, sco, rv3d->persmat);
+                               zero_v3(vec);
+                               ED_view3d_project_float_v2(ar, vec, sco, rv3d->persmat);
                                cx = sco[0];
                                cy = sco[1];
 
-                               x1=  cx+ fac*(bgpic->xof-bgpic->size);
-                               y1=  cy+ asp*fac*(bgpic->yof-bgpic->size);
-                               x2=  cx+ fac*(bgpic->xof+bgpic->size);
-                               y2=  cy+ asp*fac*(bgpic->yof+bgpic->size);
+                               x1 =  cx + fac * (bgpic->xof - bgpic->size);
+                               y1 =  cy + asp * fac * (bgpic->yof - bgpic->size);
+                               x2 =  cx + fac * (bgpic->xof + bgpic->size);
+                               y2 =  cy + asp * fac * (bgpic->yof + bgpic->size);
                        }
 
                        /* complete clip? */
 
-                       if(x2 < 0 || y2 < 0 || x1 > ar->winx || y1 > ar->winy) {
-                               if(freeibuf)
+                       if (x2 < 0 || y2 < 0 || x1 > ar->winx || y1 > ar->winy) {
+                               if (freeibuf)
                                        IMB_freeImBuf(freeibuf);
 
                                continue;
                        }
 
-                       zoomx= (x2-x1)/ibuf->x;
-                       zoomy= (y2-y1)/ibuf->y;
+                       zoomx = (x2 - x1) / ibuf->x;
+                       zoomy = (y2 - y1) / ibuf->y;
 
                        /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
-                       if(zoomx < 1.0f || zoomy < 1.0f) {
-                               float tzoom= MIN2(zoomx, zoomy);
-                               int mip= 0;
+                       if (zoomx < 1.0f || zoomy < 1.0f) {
+                               float tzoom = MIN2(zoomx, zoomy);
+                               int mip = 0;
 
-                               if((ibuf->userflags&IB_MIPMAP_INVALID) != 0) {
+                               if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) {
                                        IMB_remakemipmap(ibuf, 0);
-                                       ibuf->userflags&= ~IB_MIPMAP_INVALID;
+                                       ibuf->userflags &= ~IB_MIPMAP_INVALID;
                                }
-                               else if(ibuf->mipmap[0]==NULL)
+                               else if (ibuf->mipmap[0] == NULL)
                                        IMB_makemipmap(ibuf, 0);
 
-                               while(tzoom < 1.0f && mip<8 && ibuf->mipmap[mip]) {
-                                       tzoom*= 2.0f;
-                                       zoomx*= 2.0f;
-                                       zoomy*= 2.0f;
+                               while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) {
+                                       tzoom *= 2.0f;
+                                       zoomx *= 2.0f;
+                                       zoomy *= 2.0f;
                                        mip++;
                                }
-                               if(mip>0)
-                                       ibuf= ibuf->mipmap[mip-1];
+                               if (mip > 0)
+                                       ibuf = ibuf->mipmap[mip - 1];
                        }
 
-                       if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
+                       if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
                        glDepthMask(0);
 
                        glEnable(GL_BLEND);
@@ -1630,7 +1661,7 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
                        ED_region_pixelspace(ar);
 
                        glPixelZoom(zoomx, zoomy);
-                       glColor4f(1.0f, 1.0f, 1.0f, 1.0f-bgpic->blend);
+                       glColor4f(1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend);
                        glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, ibuf->rect);
 
                        glPixelZoom(1.0, 1.0);
@@ -1644,14 +1675,34 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
                        glDisable(GL_BLEND);
 
                        glDepthMask(1);
-                       if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
+                       if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
 
-                       if(freeibuf)
+                       if (freeibuf)
                                IMB_freeImBuf(freeibuf);
                }
        }
 }
 
+static void draw_bgpics(Scene *scene, ARegion *ar, View3D *v3d, int foreground)
+{
+       RegionView3D *rv3d = ar->regiondata;
+
+       if ((v3d->flag & V3D_DISPBGPICS) == 0)
+               return;
+
+       if (v3d->flag2 & V3D_RENDER_OVERRIDE)
+               return;
+
+       if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
+               if (rv3d->persp == RV3D_CAMOB) {
+                       draw_bgpic(scene, ar, v3d, foreground);
+               }
+       }
+       else {
+                       draw_bgpic(scene, ar, v3d, foreground);
+       }
+}
+
 /* ****************** View3d afterdraw *************** */
 
 typedef struct View3DAfter {
@@ -1663,10 +1714,10 @@ typedef struct View3DAfter {
 /* temp storage of Objects that need to be drawn as last */
 void add_view3d_after(ListBase *lb, Base *base, int flag)
 {
-       View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after");
+       View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after");
        BLI_addtail(lb, v3da);
-       v3da->base= base;
-       v3da->flag= flag;
+       v3da->base = base;
+       v3da->flag = flag;
 }
 
 /* disables write in zbuffer and draws it over */
@@ -1675,15 +1726,15 @@ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
        View3DAfter *v3da, *next;
        
        glDepthMask(0);
-       v3d->transp= TRUE;
+       v3d->transp = TRUE;
        
-       for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) {
-               next= v3da->next;
+       for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) {
+               next = v3da->next;
                draw_object(scene, ar, v3d, v3da->base, v3da->flag);
                BLI_remlink(&v3d->afterdraw_transp, v3da);
                MEM_freeN(v3da);
        }
-       v3d->transp= FALSE;
+       v3d->transp = FALSE;
        
        glDepthMask(1);
        
@@ -1694,17 +1745,17 @@ static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, int clear)
 {
        View3DAfter *v3da, *next;
 
-       if(clear && v3d->zbuf)
+       if (clear && v3d->zbuf)
                glClear(GL_DEPTH_BUFFER_BIT);
 
-       v3d->xray= TRUE;
-       for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
-               next= v3da->next;
+       v3d->xray = TRUE;
+       for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
+               next = v3da->next;
                draw_object(scene, ar, v3d, v3da->base, v3da->flag);
                BLI_remlink(&v3d->afterdraw_xray, v3da);
                MEM_freeN(v3da);
        }
-       v3d->xray= FALSE;
+       v3d->xray = FALSE;
 }
 
 
@@ -1713,40 +1764,40 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, int c
 {
        View3DAfter *v3da, *next;
 
-       if(clear && v3d->zbuf)
+       if (clear && v3d->zbuf)
                glClear(GL_DEPTH_BUFFER_BIT);
 
-       v3d->xray= TRUE;
-       v3d->transp= TRUE;
+       v3d->xray = TRUE;
+       v3d->transp = TRUE;
        
-       for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) {
-               next= v3da->next;
+       for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) {
+               next = v3da->next;
                draw_object(scene, ar, v3d, v3da->base, v3da->flag);
                BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
                MEM_freeN(v3da);
        }
 
-       v3d->transp= FALSE;
-       v3d->xray= FALSE;
+       v3d->transp = FALSE;
+       v3d->xray = FALSE;
 
 }
 
 /* *********************** */
 
 /*
      In most cases call draw_dupli_objects,
      draw_dupli_objects_color was added because when drawing set dupli's
      we need to force the color
* In most cases call draw_dupli_objects,
* draw_dupli_objects_color was added because when drawing set dupli's
* we need to force the color
  */
 
 #if 0
 int dupli_ob_sort(void *arg1, void *arg2)
 {
-       void *p1= ((DupliObject *)arg1)->ob;
-       void *p2= ((DupliObject *)arg2)->ob;
+       void *p1 = ((DupliObject *)arg1)->ob;
+       void *p2 = ((DupliObject *)arg2)->ob;
        int val = 0;
-       if (p1 < p2)            val = -1;
-       else if (p1 > p2)       val = 1;
+       if (p1 < p2) val = -1;
+       else if (p1 > p2) val = 1;
        return val;
 }
 #endif
@@ -1754,91 +1805,93 @@ int dupli_ob_sort(void *arg1, void *arg2)
 
 static DupliObject *dupli_step(DupliObject *dob)
 {
-       while(dob && dob->no_draw)
-               dob= dob->next;
+       while (dob && dob->no_draw)
+               dob = dob->next;
        return dob;
 }
 
 static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color)
 {
-       RegionView3D *rv3d= ar->regiondata;
+       RegionView3D *rv3d = ar->regiondata;
        ListBase *lb;
-       DupliObject *dob_prev= NULL, *dob, *dob_next= NULL;
+       DupliObject *dob_prev = NULL, *dob, *dob_next = NULL;
        Base tbase;
        BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
-       GLuint displist=0;
-       short transflag, use_displist= -1;      /* -1 is initialize */
+       GLuint displist = 0;
+       short transflag, use_displist = -1;  /* -1 is initialize */
        char dt, dtx;
        
        if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
        
-       tbase.flag= OB_FROMDUPLI|base->flag;
-       lb= object_duplilist(scene, base->object);
+       tbase.flag = OB_FROMDUPLI | base->flag;
+       lb = object_duplilist(scene, base->object);
        // BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects.
 
-       dob=dupli_step(lb->first);
-       if(dob) dob_next= dupli_step(dob->next);
+       dob = dupli_step(lb->first);
+       if (dob) dob_next = dupli_step(dob->next);
 
-       for( ; dob ; dob_prev= dob, dob= dob_next, dob_next= dob_next ? dupli_step(dob_next->next) : NULL) {
-               tbase.object= dob->ob;
+       for (; dob; dob_prev = dob, dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) {
+               tbase.object = dob->ob;
 
                /* extra service: draw the duplicator in drawtype of parent */
                /* MIN2 for the drawtype to allow bounding box objects in groups for lods */
-               dt= tbase.object->dt;   tbase.object->dt= MIN2(tbase.object->dt, base->object->dt);
-               dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
+               dt = tbase.object->dt;   tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
+               dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;
 
                /* negative scale flag has to propagate */
-               transflag= tbase.object->transflag;
-               if(base->object->transflag & OB_NEG_SCALE)
+               transflag = tbase.object->transflag;
+               if (base->object->transflag & OB_NEG_SCALE)
                        tbase.object->transflag ^= OB_NEG_SCALE;
 
                UI_ThemeColorBlend(color, TH_BACK, 0.5);
 
                /* generate displist, test for new object */
-               if(dob_prev && dob_prev->ob != dob->ob) {
-                       if(use_displist==1)
+               if (dob_prev && dob_prev->ob != dob->ob) {
+                       if (use_displist == 1)
                                glDeleteLists(displist, 1);
 
-                       use_displist= -1;
+                       use_displist = -1;
                }
 
                /* generate displist */
-               if(use_displist == -1) {
+               if (use_displist == -1) {
 
                        /* note, since this was added, its checked dob->type==OB_DUPLIGROUP
                         * however this is very slow, it was probably needed for the NLA
                         * offset feature (used in group-duplicate.blend but no longer works in 2.5)
                         * so for now it should be ok to - campbell */
 
-                       if(             (dob_next==NULL || dob_next->ob != dob->ob) || /* if this is the last no need  to make a displist */
-                                       (dob->ob->type == OB_LAMP) || /* lamp drawing messes with matrices, could be handled smarter... but this works */
-                                       (dob->type == OB_DUPLIGROUP && dob->animated) ||
-                                       !(bb_tmp= object_get_boundbox(dob->ob))
-                       ) {
+                       if (/* if this is the last no need  to make a displist */
+                           (dob_next == NULL || dob_next->ob != dob->ob) ||
+                           /* lamp drawing messes with matrices, could be handled smarter... but this works */
+                           (dob->ob->type == OB_LAMP) ||
+                           (dob->type == OB_DUPLIGROUP && dob->animated) ||
+                           !(bb_tmp = BKE_object_boundbox_get(dob->ob)))
+                       {
                                // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name+2);
-                               use_displist= 0;
+                               use_displist = 0;
                        }
                        else {
                                // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name+2);
-                               bb= *bb_tmp; /* must make a copy  */
+                               bb = *bb_tmp; /* must make a copy  */
 
                                /* disable boundbox check for list creation */
-                               object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1);
+                               BKE_object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1);
                                /* need this for next part of code */
-                               unit_m4(dob->ob->obmat);        /* obmat gets restored */
+                               unit_m4(dob->ob->obmat);    /* obmat gets restored */
 
-                               displist= glGenLists(1);
+                               displist = glGenLists(1);
                                glNewList(displist, GL_COMPILE);
                                draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
                                glEndList();
 
-                               use_displist= 1;
-                               object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
+                               use_displist = 1;
+                               BKE_object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
                        }
                }
-               if(use_displist) {
+               if (use_displist) {
                        glMultMatrixf(dob->mat);
-                       if(ED_view3d_boundbox_clip(rv3d, dob->mat, &bb))
+                       if (ED_view3d_boundbox_clip(rv3d, dob->mat, &bb))
                                glCallList(displist);
                        glLoadMatrixf(rv3d->viewmat);
                }
@@ -1847,28 +1900,28 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
                        draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
                }
 
-               tbase.object->dt= dt;
-               tbase.object->dtx= dtx;
-               tbase.object->transflag= transflag;
+               tbase.object->dt = dt;
+               tbase.object->dtx = dtx;
+               tbase.object->transflag = transflag;
        }
        
        /* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
        
-       free_object_duplilist(lb);      /* does restore */
+       free_object_duplilist(lb);  /* does restore */
        
-       if(use_displist)
+       if (use_displist)
                glDeleteLists(displist, 1);
 }
 
 static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base)
 {
        /* define the color here so draw_dupli_objects_color can be called
-       * from the set loop */
+        * from the set loop */
        
-       int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE;
+       int color = (base->flag & SELECT) ? TH_SELECT : TH_WIRE;
        /* debug */
-       if(base->object->dup_group && base->object->dup_group->id.us<1)
-               color= TH_REDALERT;
+       if (base->object->dup_group && base->object->dup_group->id.us < 1)
+               color = TH_REDALERT;
        
        draw_dupli_objects_color(scene, ar, v3d, base, color);
 }
@@ -1879,81 +1932,83 @@ void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
        rcti r;
        /* clamp rect by area */
 
-       r.xmin= 0;
-       r.xmax= ar->winx-1;
-       r.ymin= 0;
-       r.ymax= ar->winy-1;
+       r.xmin = 0;
+       r.xmax = ar->winx - 1;
+       r.ymin = 0;
+       r.ymax = ar->winy - 1;
 
        /* Constrain rect to depth bounds */
        BLI_isect_rcti(&r, rect, rect);
 
        /* assign values to compare with the ViewDepths */
-       x= rect->xmin;
-       y= rect->ymin;
+       x = rect->xmin;
+       y = rect->ymin;
 
-       w= rect->xmax - rect->xmin;
-       h= rect->ymax - rect->ymin;
+       w = rect->xmax - rect->xmin;
+       h = rect->ymax - rect->ymin;
 
-       if(w <= 0 || h <= 0) {
-               if(d->depths)
+       if (w <= 0 || h <= 0) {
+               if (d->depths)
                        MEM_freeN(d->depths);
-               d->depths= NULL;
-
-               d->damaged= FALSE;
-       }
-       else if(        d->w != w ||
-               d->h != h ||
-               d->x != x ||
-               d->y != y ||
-               d->depths==NULL
-       ) {
-               d->x= x;
-               d->y= y;
-               d->w= w;
-               d->h= h;
-
-               if(d->depths)
+               d->depths = NULL;
+
+               d->damaged = FALSE;
+       }
+       else if (d->w != w ||
+                d->h != h ||
+                d->x != x ||
+                d->y != y ||
+                d->depths == NULL
+                )
+       {
+               d->x = x;
+               d->y = y;
+               d->w = w;
+               d->h = h;
+
+               if (d->depths)
                        MEM_freeN(d->depths);
 
-               d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths Subset");
+               d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
                
-               d->damaged= TRUE;
+               d->damaged = TRUE;
        }
 
-       if(d->damaged) {
-               glReadPixels(ar->winrct.xmin+d->x,ar->winrct.ymin+d->y, d->w,d->h, GL_DEPTH_COMPONENT,GL_FLOAT, d->depths);
-               glGetDoublev(GL_DEPTH_RANGE,d->depth_range);
-               d->damaged= FALSE;
+       if (d->damaged) {
+               glReadPixels(ar->winrct.xmin + d->x, ar->winrct.ymin + d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
+               glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
+               d->damaged = FALSE;
        }
 }
 
 /* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
 void ED_view3d_depth_update(ARegion *ar)
 {
-       RegionView3D *rv3d= ar->regiondata;
+       RegionView3D *rv3d = ar->regiondata;
        
        /* Create storage for, and, if necessary, copy depth buffer */
-       if(!rv3d->depths) rv3d->depths= MEM_callocN(sizeof(ViewDepths),"ViewDepths");
-       if(rv3d->depths) {
-               ViewDepths *d= rv3d->depths;
-               if(d->w != ar->winx ||
-                  d->h != ar->winy ||
-                  !d->depths) {
-                       d->w= ar->winx;
-                       d->h= ar->winy;
-                       if(d->depths)
+       if (!rv3d->depths) rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
+       if (rv3d->depths) {
+               ViewDepths *d = rv3d->depths;
+               if (d->w != ar->winx ||
+                   d->h != ar->winy ||
+                   !d->depths)
+               {
+                       d->w = ar->winx;
+                       d->h = ar->winy;
+                       if (d->depths)
                                MEM_freeN(d->depths);
-                       d->depths= MEM_mallocN(sizeof(float)*d->w*d->h,"View depths");
-                       d->damaged= 1;
+                       d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
+                       d->damaged = 1;
                }
                
-               if(d->damaged) {
-                       glReadPixels(ar->winrct.xmin,ar->winrct.ymin,d->w,d->h,
-                                                GL_DEPTH_COMPONENT,GL_FLOAT, d->depths);
+               if (d->damaged) {
+                       glReadPixels(ar->winrct.xmin, ar->winrct.ymin, d->w, d->h,
+                                    GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
                        
-                       glGetDoublev(GL_DEPTH_RANGE,d->depth_range);
+                       glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
                        
-                       d->damaged= 0;
+                       d->damaged = 0;
                }
        }
 }
@@ -1962,20 +2017,20 @@ void ED_view3d_depth_update(ARegion *ar)
 float view3d_depth_near(ViewDepths *d)
 {
        /* convert to float for comparisons */
-       const float near= (float)d->depth_range[0];
-       const float far_real= (float)d->depth_range[1];
-       float far= far_real;
+       const float near = (float)d->depth_range[0];
+       const float far_real = (float)d->depth_range[1];
+       float far = far_real;
 
-       const float *depths= d->depths;
-       float depth= FLT_MAX;
-       int i= (int)d->w * (int)d->h; /* cast to avoid short overflow */
+       const float *depths = d->depths;
+       float depth = FLT_MAX;
+       int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */
 
        /* far is both the starting 'far' value
         * and the closest value found. */      
-       while(i--) {
-               depth= *depths++;
-               if((depth < far) && (depth > near)) {
-                       far= depth;
+       while (i--) {
+               depth = *depths++;
+               if ((depth < far) && (depth > near)) {
+                       far = depth;
                }
        }
 
@@ -1984,11 +2039,11 @@ float view3d_depth_near(ViewDepths *d)
 
 void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
 {
-       short zbuf= v3d->zbuf;
-       RegionView3D *rv3d= ar->regiondata;
+       short zbuf = v3d->zbuf;
+       RegionView3D *rv3d = ar->regiondata;
 
-       setwinmatrixview3d(ar, v3d, NULL);      /* 0= no pick rect */
-       setviewmatrixview3d(scene, v3d, rv3d);  /* note: calls where_is_object for camera... */
+       setwinmatrixview3d(ar, v3d, NULL);  /* 0= no pick rect */
+       setviewmatrixview3d(scene, v3d, rv3d);  /* note: calls BKE_object_where_is_calc for camera... */
 
        mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
        invert_m4_m4(rv3d->persinv, rv3d->persmat);
@@ -1998,32 +2053,32 @@ void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
 
        glLoadMatrixf(rv3d->viewmat);
 
-       v3d->zbuf= TRUE;
+       v3d->zbuf = TRUE;
        glEnable(GL_DEPTH_TEST);
 
        draw_gpencil_view3d(scene, v3d, ar, 1);
        
-       v3d->zbuf= zbuf;
+       v3d->zbuf = zbuf;
 
 }
 
-void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *))
+void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *))
 {
-       RegionView3D *rv3d= ar->regiondata;
+       RegionView3D *rv3d = ar->regiondata;
        Base *base;
-       short zbuf= v3d->zbuf;
-       short flag= v3d->flag;
-       float glalphaclip= U.glalphaclip;
-       int obcenter_dia= U.obcenter_dia;
+       short zbuf = v3d->zbuf;
+       short flag = v3d->flag;
+       float glalphaclip = U.glalphaclip;
+       int obcenter_dia = U.obcenter_dia;
        /* temp set drawtype to solid */
        
        /* Setting these temporarily is not nice */
        v3d->flag &= ~V3D_SELECT_OUTLINE;
        U.glalphaclip = 0.5; /* not that nice but means we wont zoom into billboards */
-       U.obcenter_dia= 0;
+       U.obcenter_dia = 0;
        
-       setwinmatrixview3d(ar, v3d, NULL);      /* 0= no pick rect */
-       setviewmatrixview3d(scene, v3d, rv3d);  /* note: calls where_is_object for camera... */
+       setwinmatrixview3d(ar, v3d, NULL);  /* 0= no pick rect */
+       setviewmatrixview3d(scene, v3d, rv3d);  /* note: calls BKE_object_where_is_calc for camera... */
        
        mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
        invert_m4_m4(rv3d->persinv, rv3d->persmat);
@@ -2034,21 +2089,21 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *))
        glLoadMatrixf(rv3d->viewmat);
 //     persp(PERSP_STORE);  // store correct view for persp(PERSP_VIEW) calls
        
-       if(rv3d->rflag & RV3D_CLIPPING) {
-               view3d_set_clipping(rv3d);
+       if (rv3d->rflag & RV3D_CLIPPING) {
+               ED_view3d_clipping_set(rv3d);
        }
        
-       v3d->zbuf= TRUE;
+       v3d->zbuf = TRUE;
        glEnable(GL_DEPTH_TEST);
        
        /* draw set first */
-       if(scene->set) {
+       if (scene->set) {
                Scene *sce_iter;
-               for(SETLOOPER(scene->set, sce_iter, base)) {
-                       if(v3d->lay & base->lay) {
+               for (SETLOOPER(scene->set, sce_iter, base)) {
+                       if (v3d->lay & base->lay) {
                                if (func == NULL || func(base)) {
                                        draw_object(scene, ar, v3d, base, 0);
-                                       if(base->object->transflag & OB_DUPLI) {
+                                       if (base->object->transflag & OB_DUPLI) {
                                                draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
                                        }
                                }
@@ -2056,11 +2111,11 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *))
                }
        }
        
-       for(base= scene->base.first; base; base= base->next) {
-               if(v3d->lay & base->lay) {
+       for (base = scene->base.first; base; base = base->next) {
+               if (v3d->lay & base->lay) {
                        if (func == NULL || func(base)) {
                                /* dupli drawing */
-                               if(base->object->transflag & OB_DUPLI) {
+                               if (base->object->transflag & OB_DUPLI) {
                                        draw_dupli_objects(scene, ar, v3d, base);
                                }
                                draw_object(scene, ar, v3d, base, 0);
@@ -2068,73 +2123,73 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *))
                }
        }
        
-       /* this isnt that nice, draw xray objects as if they are normal */
-       if (    v3d->afterdraw_transp.first ||
-                       v3d->afterdraw_xray.first || 
-                       v3d->afterdraw_xraytransp.first
-       {
+       /* this isn't that nice, draw xray objects as if they are normal */
+       if (v3d->afterdraw_transp.first ||
+           v3d->afterdraw_xray.first ||
+           v3d->afterdraw_xraytransp.first)
+       {
                View3DAfter *v3da, *next;
                int mask_orig;
 
-               v3d->xray= TRUE;
+               v3d->xray = TRUE;
                
                /* transp materials can change the depth mask, see #21388 */
                glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
 
 
-               if(v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
+               if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
                        glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
-                       for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
-                               next= v3da->next;
+                       for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
+                               next = v3da->next;
                                draw_object(scene, ar, v3d, v3da->base, 0);
                        }
                        glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
                }
 
                /* draw 3 passes, transp/xray/xraytransp */
-               v3d->xray= FALSE;
-               v3d->transp= TRUE;
-               for(v3da= v3d->afterdraw_transp.first; v3da; v3da= next) {
-                       next= v3da->next;
+               v3d->xray = FALSE;
+               v3d->transp = TRUE;
+               for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) {
+                       next = v3da->next;
                        draw_object(scene, ar, v3d, v3da->base, 0);
                        BLI_remlink(&v3d->afterdraw_transp, v3da);
                        MEM_freeN(v3da);
                }
 
-               v3d->xray= TRUE;
-               v3d->transp= FALSE;  
-               for(v3da= v3d->afterdraw_xray.first; v3da; v3da= next) {
-                       next= v3da->next;
+               v3d->xray = TRUE;
+               v3d->transp = FALSE;
+               for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
+                       next = v3da->next;
                        draw_object(scene, ar, v3d, v3da->base, 0);
                        BLI_remlink(&v3d->afterdraw_xray, v3da);
                        MEM_freeN(v3da);
                }
 
-               v3d->xray= TRUE;
-               v3d->transp= TRUE;
-               for(v3da= v3d->afterdraw_xraytransp.first; v3da; v3da= next) {
-                       next= v3da->next;
+               v3d->xray = TRUE;
+               v3d->transp = TRUE;
+               for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) {
+                       next = v3da->next;
                        draw_object(scene, ar, v3d, v3da->base, 0);
                        BLI_remlink(&v3d->afterdraw_xraytransp, v3da);
                        MEM_freeN(v3da);
                }
 
                
-               v3d->xray= FALSE;
-               v3d->transp= FALSE;
+               v3d->xray = FALSE;
+               v3d->transp = FALSE;
 
                glDepthMask(mask_orig);
        }
        
-       if(rv3d->rflag & RV3D_CLIPPING)
-               view3d_clr_clipping();
+       if (rv3d->rflag & RV3D_CLIPPING)
+               ED_view3d_clipping_disable();
        
        v3d->zbuf = zbuf;
-       if(!v3d->zbuf) glDisable(GL_DEPTH_TEST);
+       if (!v3d->zbuf) glDisable(GL_DEPTH_TEST);
 
        U.glalphaclip = glalphaclip;
        v3d->flag = flag;
-       U.obcenter_dia= obcenter_dia;
+       U.obcenter_dia = obcenter_dia;
 }
 
 typedef struct View3DShadow {
@@ -2142,20 +2197,21 @@ typedef struct View3DShadow {
        GPULamp *lamp;
 } View3DShadow;
 
-static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par, float obmat[][4], ListBase *shadows)
+static void gpu_render_lamp_update(Scene *scene, View3D *v3d, Object *ob, Object *par,
+                                   float obmat[][4], ListBase *shadows)
 {
        GPULamp *lamp;
-       Lamp *la = (Lamp*)ob->data;
+       Lamp *la = (Lamp *)ob->data;
        View3DShadow *shadow;
        
        lamp = GPU_lamp_from_blender(scene, ob, par);
        
-       if(lamp) {
+       if (lamp) {
                GPU_lamp_update(lamp, ob->lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
                GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
                
-               if((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) {
-                       shadow= MEM_callocN(sizeof(View3DShadow), "View3DShadow");
+               if ((ob->lay & v3d->lay) && GPU_lamp_has_shadow_buffer(lamp)) {
+                       shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
                        shadow->lamp = lamp;
                        BLI_addtail(shadows, shadow);
                }
@@ -2170,21 +2226,21 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
        Base *base;
        Object *ob;
        
-       shadows.first= shadows.last= NULL;
+       shadows.first = shadows.last = NULL;
        
        /* update lamp transform and gather shadow lamps */
-       for(SETLOOPER(scene, sce_iter, base)) {
-               ob= base->object;
+       for (SETLOOPER(scene, sce_iter, base)) {
+               ob = base->object;
                
-               if(ob->type == OB_LAMP)
+               if (ob->type == OB_LAMP)
                        gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, &shadows);
                
                if (ob->transflag & OB_DUPLI) {
                        DupliObject *dob;
                        ListBase *lb = object_duplilist(scene, ob);
                        
-                       for(dob=lb->first; dob; dob=dob->next)
-                               if(dob->ob->type==OB_LAMP)
+                       for (dob = lb->first; dob; dob = dob->next)
+                               if (dob->ob->type == OB_LAMP)
                                        gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, &shadows);
                        
                        free_object_duplilist(lb);
@@ -2192,16 +2248,16 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
        }
        
        /* render shadows after updating all lamps, nested object_duplilist
-               * don't work correct since it's replacing object matrices */
-       for(shadow=shadows.first; shadow; shadow=shadow->next) {
+        * don't work correct since it's replacing object matrices */
+       for (shadow = shadows.first; shadow; shadow = shadow->next) {
                /* this needs to be done better .. */
                float viewmat[4][4], winmat[4][4];
-               int drawtype, lay, winsize, flag2=v3d->flag2;
-               ARegion ar= {NULL};
-               RegionView3D rv3d= {{{0}}};
+               int drawtype, lay, winsize, flag2 = v3d->flag2;
+               ARegion ar = {NULL};
+               RegionView3D rv3d = {{{0}}};
                
-               drawtype= v3d->drawtype;
-               lay= v3d->lay;
+               drawtype = v3d->drawtype;
+               lay = v3d->lay;
                
                v3d->drawtype = OB_SOLID;
                v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
@@ -2210,20 +2266,20 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
                
                GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
 
-               ar.regiondata= &rv3d;
-               ar.regiontype= RGN_TYPE_WINDOW;
-               rv3d.persp= RV3D_CAMOB;
+               ar.regiondata = &rv3d;
+               ar.regiontype = RGN_TYPE_WINDOW;
+               rv3d.persp = RV3D_CAMOB;
                copy_m4_m4(rv3d.winmat, winmat);
                copy_m4_m4(rv3d.viewmat, viewmat);
                invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
                mult_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
                invert_m4_m4(rv3d.persinv, rv3d.viewinv);
 
-               ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat);
+               ED_view3d_draw_offscreen(scene, v3d, &ar, winsize, winsize, viewmat, winmat, FALSE);
                GPU_lamp_shadow_buffer_unbind(shadow->lamp);
                
-               v3d->drawtype= drawtype;
-               v3d->lay= lay;
+               v3d->drawtype = drawtype;
+               v3d->lay = lay;
                v3d->flag2 = flag2;
        }
        
@@ -2234,17 +2290,19 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
 
 CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d)
 {
-       CustomDataMask mask= 0;
+       CustomDataMask mask = 0;
 
-       if(ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) || ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX))) {
+       if (ELEM(v3d->drawtype, OB_TEXTURE, OB_MATERIAL) ||
+           ((v3d->drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX)))
+       {
                mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
 
-               if(scene_use_new_shading_nodes(scene)) {
-                       if(v3d->drawtype == OB_MATERIAL)
+               if (scene_use_new_shading_nodes(scene)) {
+                       if (v3d->drawtype == OB_MATERIAL)
                                mask |= CD_MASK_ORCO;
                }
                else {
-                       if(scene->gm.matmode == GAME_MAT_GLSL)
+                       if (scene->gm.matmode == GAME_MAT_GLSL)
                                mask |= CD_MASK_ORCO;
                }
        }
@@ -2254,8 +2312,8 @@ CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d)
 
 CustomDataMask ED_view3d_object_datamask(Scene *scene)
 {
-       Object *ob= scene->basact ? scene->basact->object : NULL;
-       CustomDataMask mask= 0;
+       Object *ob = scene->basact ? scene->basact->object : NULL;
+       CustomDataMask mask = 0;
 
        if (ob) {
                /* check if we need tfaces & mcols due to face select or texture paint */
@@ -2269,7 +2327,7 @@ CustomDataMask ED_view3d_object_datamask(Scene *scene)
                }
 
                if (ob->mode & OB_MODE_WEIGHT_PAINT) {
-                       mask |= CD_MASK_WEIGHT_MCOL;
+                       mask |= CD_MASK_PREVIEW_MCOL;
                }
        }
 
@@ -2279,13 +2337,13 @@ CustomDataMask ED_view3d_object_datamask(Scene *scene)
 /* goes over all modes and view3d settings */
 CustomDataMask ED_view3d_screen_datamask(bScreen *screen)
 {
-       Scene *scene= screen->scene;
+       Scene *scene = screen->scene;
        CustomDataMask mask = CD_MASK_BAREMESH;
        ScrArea *sa;
        
        /* check if we need tfaces & mcols due to view mode */
-       for(sa = screen->areabase.first; sa; sa = sa->next) {
-               if(sa->spacetype == SPACE_VIEW3D) {
+       for (sa = screen->areabase.first; sa; sa = sa->next) {
+               if (sa->spacetype == SPACE_VIEW3D) {
                        mask |= ED_view3d_datamask(scene, (View3D *)sa->spacedata.first);
                }
        }
@@ -2295,22 +2353,22 @@ CustomDataMask ED_view3d_screen_datamask(bScreen *screen)
        return mask;
 }
 
-static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[][4], float winmat[][4])
+void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[][4], float winmat[][4])
 {
-       RegionView3D *rv3d= ar->regiondata;
+       RegionView3D *rv3d = ar->regiondata;
 
        /* setup window matrices */
-       if(winmat)
+       if (winmat)
                copy_m4_m4(rv3d->winmat, winmat);
        else
-               setwinmatrixview3d(ar, v3d, NULL); /* NULL= no pickrect */
-       
+               setwinmatrixview3d(ar, v3d, NULL);  /* NULL= no pickrect */
+
        /* setup view matrix */
-       if(viewmat)
+       if (viewmat)
                copy_m4_m4(rv3d->viewmat, viewmat);
        else
-               setviewmatrixview3d(scene, v3d, rv3d);  /* note: calls where_is_object for camera... */
-       
+               setviewmatrixview3d(scene, v3d, rv3d);  /* note: calls BKE_object_where_is_calc for camera... */
+
        /* update utilitity matrices */
        mult_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
        invert_m4_m4(rv3d->persinv, rv3d->persmat);
@@ -2323,19 +2381,26 @@ static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar,
                float v1[3], v2[3];
                float len1, len2;
 
-               v1[0]= rv3d->persmat[0][0];
-               v1[1]= rv3d->persmat[1][0];
-               v1[2]= rv3d->persmat[2][0];
+               v1[0] = rv3d->persmat[0][0];
+               v1[1] = rv3d->persmat[1][0];
+               v1[2] = rv3d->persmat[2][0];
 
-               v2[0]= rv3d->persmat[0][1];
-               v2[1]= rv3d->persmat[1][1];
-               v2[2]= rv3d->persmat[2][1];
-               
-               len1= 1.0f / len_v3(v1);
-               len2= 1.0f / len_v3(v2);
+               v2[0] = rv3d->persmat[0][1];
+               v2[1] = rv3d->persmat[1][1];
+               v2[2] = rv3d->persmat[2][1];
+
+               len1 = 1.0f / len_v3(v1);
+               len2 = 1.0f / len_v3(v2);
 
                rv3d->pixsize = (2.0f * MAX2(len1, len2)) / (float)MAX2(ar->winx, ar->winy);
        }
+}
+
+static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[][4], float winmat[][4])
+{
+       RegionView3D *rv3d = ar->regiondata;
+
+       ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat);
 
        /* set for opengl */
        glMatrixMode(GL_PROJECTION);
@@ -2344,27 +2409,30 @@ static void view3d_main_area_setup_view(Scene *scene, View3D *v3d, ARegion *ar,
        glLoadMatrixf(rv3d->viewmat);
 }
 
-void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy, float viewmat[][4], float winmat[][4])
+void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
+                              int winx, int winy, float viewmat[][4], float winmat[][4],
+                              int draw_background)
 {
-       RegionView3D *rv3d= ar->regiondata;
+       RegionView3D *rv3d = ar->regiondata;
        Base *base;
        float backcol[3];
        int bwinx, bwiny;
        rcti brect;
+       ImBuf *bg_ibuf = NULL;
 
        glPushMatrix();
 
        /* set temporary new size */
-       bwinx= ar->winx;
-       bwiny= ar->winy;
-       brect= ar->winrct;
+       bwinx = ar->winx;
+       bwiny = ar->winy;
+       brect = ar->winrct;
        
-       ar->winx= winx;
-       ar->winy= winy; 
-       ar->winrct.xmin= 0;
-       ar->winrct.ymin= 0;
-       ar->winrct.xmax= winx;
-       ar->winrct.ymax= winy;
+       ar->winx = winx;
+       ar->winy = winy;
+       ar->winrct.xmin = 0;
+       ar->winrct.ymin = 0;
+       ar->winrct.xmax = winx;
+       ar->winrct.ymax = winy;
        
        
        /* set flags */
@@ -2375,59 +2443,106 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
        GPU_free_images_anim();
        
        /* shadow buffers, before we setup matrices */
-       if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
+       if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
                gpu_update_lamps_shadows(scene, v3d);
 
-       /* set background color, fallback on the view background color */
-       if(scene->world) {
-               if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
-                       linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
-               else
-                       copy_v3_v3(backcol, &scene->world->horr);
-               glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
+       /* if scene has got active clip, use it for render backdrop */
+       if (draw_background && scene->clip && rv3d->persp == RV3D_CAMOB && v3d->camera) {
+               MovieClipUser user = {0};
+
+               BKE_movieclip_user_set_frame(&user, CFRA);
+               bg_ibuf = BKE_movieclip_get_ibuf(scene->clip, &user);
        }
-       else {
-               UI_ThemeClearColor(TH_BACK);    
+
+       if (!bg_ibuf) {
+               /* set background color, fallback on the view background color
+                * (if active clip is set but frame is failed to load fallback to horizon color as background) */
+               if (scene->world) {
+                       if (scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
+                               linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
+                       else
+                               copy_v3_v3(backcol, &scene->world->horr);
+                       glClearColor(backcol[0], backcol[1], backcol[2], 0.0);
+               }
+               else {
+                       UI_ThemeClearColor(TH_BACK);
+               }
        }
 
-       glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+       if (bg_ibuf) {
+               unsigned char *pixels, *cp, *dst_cp;
+               int i;
+
+               if (bg_ibuf->rect_float && !bg_ibuf->rect)
+                       IMB_rect_from_float(bg_ibuf);
+
+               dst_cp = pixels = MEM_callocN(4 * sizeof(unsigned char) * bg_ibuf->x * bg_ibuf->y, "draw offscreen clip pixels");
+               cp = (unsigned char *)bg_ibuf->rect;
+               for (i = 0; i < bg_ibuf->x * bg_ibuf->y; i++, cp += 4, dst_cp += 4) {
+                       dst_cp[0] = cp[0];
+                       dst_cp[1] = cp[1];
+                       dst_cp[2] = cp[2];
+                       dst_cp[3] = 255;
+               }
+
+               glMatrixMode(GL_PROJECTION);
+               glPushMatrix();
+               glMatrixMode(GL_MODELVIEW);
+               glPushMatrix();
+               ED_region_pixelspace(ar);
+
+               glPixelZoom((float)winx / bg_ibuf->x, (float)winy / bg_ibuf->y);
+               glaDrawPixelsTex(0, 0, bg_ibuf->x, bg_ibuf->y, GL_UNSIGNED_BYTE, pixels);
+
+               glPixelZoom(1.0, 1.0);
+
+               glMatrixMode(GL_PROJECTION);
+               glPopMatrix();
+               glMatrixMode(GL_MODELVIEW);
+               glPopMatrix();
+
+               IMB_freeImBuf(bg_ibuf);
+               MEM_freeN(pixels);
+       }
 
        /* setup view matrices */
        view3d_main_area_setup_view(scene, v3d, ar, viewmat, winmat);
 
-       if(rv3d->rflag & RV3D_CLIPPING)
+       if (rv3d->rflag & RV3D_CLIPPING)
                view3d_draw_clipping(rv3d);
 
        /* set zbuffer */
-       if(v3d->drawtype > OB_WIRE) {
-               v3d->zbuf= TRUE;
+       if (v3d->drawtype > OB_WIRE) {
+               v3d->zbuf = TRUE;
                glEnable(GL_DEPTH_TEST);
        }
        else
-               v3d->zbuf= FALSE;
+               v3d->zbuf = FALSE;
 
-       if(rv3d->rflag & RV3D_CLIPPING)
-               view3d_set_clipping(rv3d);
+       if (rv3d->rflag & RV3D_CLIPPING)
+               ED_view3d_clipping_set(rv3d);
 
        /* draw set first */
-       if(scene->set) {
+       if (scene->set) {
                Scene *sce_iter;
-               for(SETLOOPER(scene->set, sce_iter, base)) {
-                       if(v3d->lay & base->lay) {
+               for (SETLOOPER(scene->set, sce_iter, base)) {
+                       if (v3d->lay & base->lay) {
                                UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
-                               draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET);
+                               draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR | DRAW_SCENESET);
                                
-                               if(base->object->transflag & OB_DUPLI)
+                               if (base->object->transflag & OB_DUPLI)
                                        draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
                        }
                }
        }
        
        /* then draw not selected and the duplis, but skip editmode object */
-       for(base= scene->base.first; base; base= base->next) {
-               if(v3d->lay & base->lay) {
+       for (base = scene->base.first; base; base = base->next) {
+               if (v3d->lay & base->lay) {
                        /* dupli drawing */
-                       if(base->object->transflag & OB_DUPLI)
+                       if (base->object->transflag & OB_DUPLI)
                                draw_dupli_objects(scene, ar, v3d, base);
 
                        draw_object(scene, ar, v3d, base, 0);
@@ -2435,21 +2550,21 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
        }
 
        /* must be before xray draw which clears the depth buffer */
-       if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
+       if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
        draw_gpencil_view3d(scene, v3d, ar, 1);
-       if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
+       if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
 
        /* transp and X-ray afterdraw stuff */
-       if(v3d->afterdraw_transp.first)         view3d_draw_transp(scene, ar, v3d);
-       if(v3d->afterdraw_xray.first)           view3d_draw_xray(scene, ar, v3d, 1);    // clears zbuffer if it is used!
-       if(v3d->afterdraw_xraytransp.first)     view3d_draw_xraytransp(scene, ar, v3d, 1);
+       if (v3d->afterdraw_transp.first)     view3d_draw_transp(scene, ar, v3d);
+       if (v3d->afterdraw_xray.first)       view3d_draw_xray(scene, ar, v3d, 1);         // clears zbuffer if it is used!
+       if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
 
-       if(rv3d->rflag & RV3D_CLIPPING)
-               view3d_clr_clipping();
+       if (rv3d->rflag & RV3D_CLIPPING)
+               ED_view3d_clipping_disable();
 
        /* cleanup */
-       if(v3d->zbuf) {
-               v3d->zbuf= FALSE;
+       if (v3d->zbuf) {
+               v3d->zbuf = FALSE;
                glDisable(GL_DEPTH_TEST);
        }
 
@@ -2463,21 +2578,23 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
        GPU_free_images_anim();
 
        /* restore size */
-       ar->winx= bwinx;
-       ar->winy= bwiny;
+       ar->winx = bwinx;
+       ar->winy = bwiny;
        ar->winrct = brect;
 
        glPopMatrix();
 
-       glColor4ub(255, 255, 255, 255); // XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell
+       // XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell
+       glColor4ub(255, 255, 255, 255);
 
        G.f &= ~G_RENDER_OGL;
 }
 
 /* utility func for ED_view3d_draw_offscreen */
-ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey, unsigned int flag, char err_out[256])
+ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar,
+                                      int sizex, int sizey, unsigned int flag, int draw_background, char err_out[256])
 {
-       RegionView3D *rv3d= ar->regiondata;
+       RegionView3D *rv3d = ar->regiondata;
        ImBuf *ibuf;
        GPUOffScreen *ofs;
        
@@ -2485,36 +2602,36 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in
        glPushAttrib(GL_LIGHTING_BIT);
 
        /* bind */
-       ofs= GPU_offscreen_create(sizex, sizey, err_out);
-       if(ofs == NULL)
+       ofs = GPU_offscreen_create(sizex, sizey, err_out);
+       if (ofs == NULL)
                return NULL;
 
        GPU_offscreen_bind(ofs);
 
        /* render 3d view */
-       if(rv3d->persp==RV3D_CAMOB && v3d->camera) {
+       if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
                CameraParams params;
 
-               camera_params_init(&params);
-               camera_params_from_object(&params, v3d->camera);
-               camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
-               camera_params_compute_matrix(&params);
+               BKE_camera_params_init(&params);
+               BKE_camera_params_from_object(&params, v3d->camera);
+               BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
+               BKE_camera_params_compute_matrix(&params);
 
-               ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, params.winmat);
+               ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, params.winmat, draw_background);
        }
        else {
-               ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL);
+               ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, NULL, draw_background);
        }
 
        /* read in pixels & stamp */
-       ibuf= IMB_allocImBuf(sizex, sizey, 32, flag);
+       ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
 
-       if(ibuf->rect_float)
+       if (ibuf->rect_float)
                GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
-       else if(ibuf->rect)
+       else if (ibuf->rect)
                GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
        
-       //if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
+       //if ((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
        //      BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4);
 
        /* unbind */
@@ -2523,30 +2640,31 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar, in
 
        glPopAttrib();
        
-       if(ibuf->rect_float && ibuf->rect)
+       if (ibuf->rect_float && ibuf->rect)
                IMB_rect_from_float(ibuf);
        
        return ibuf;
 }
 
 /* creates own 3d views, used by the sequencer */
-ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int width, int height, unsigned int flag, int drawtype, char err_out[256])
+ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int width, int height,
+                                             unsigned int flag, int drawtype, int draw_background, char err_out[256])
 {
-       View3D v3d= {NULL};
-       ARegion ar= {NULL};
-       RegionView3D rv3d= {{{0}}};
+       View3D v3d = {NULL};
+       ARegion ar = {NULL};
+       RegionView3D rv3d = {{{0}}};
 
        /* connect data */
-       v3d.regionbase.first= v3d.regionbase.last= &ar;
-       ar.regiondata= &rv3d;
-       ar.regiontype= RGN_TYPE_WINDOW;
+       v3d.regionbase.first = v3d.regionbase.last = &ar;
+       ar.regiondata = &rv3d;
+       ar.regiontype = RGN_TYPE_WINDOW;
 
-       v3d.camera= camera;
-       v3d.lay= scene->lay;
+       v3d.camera = camera;
+       v3d.lay = scene->lay;
        v3d.drawtype = drawtype;
        v3d.flag2 = V3D_RENDER_OVERRIDE;
 
-       rv3d.persp= RV3D_CAMOB;
+       rv3d.persp = RV3D_CAMOB;
 
        copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
        normalize_m4(rv3d.viewinv);
@@ -2555,21 +2673,21 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int w
        {
                CameraParams params;
 
-               camera_params_init(&params);
-               camera_params_from_object(&params, v3d.camera);
-               camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
-               camera_params_compute_matrix(&params);
+               BKE_camera_params_init(&params);
+               BKE_camera_params_from_object(&params, v3d.camera);
+               BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
+               BKE_camera_params_compute_matrix(&params);
 
                copy_m4_m4(rv3d.winmat, params.winmat);
-               v3d.near= params.clipsta;
-               v3d.far= params.clipend;
-               v3d.lens= params.lens;
+               v3d.near = params.clipsta;
+               v3d.far = params.clipend;
+               v3d.lens = params.lens;
        }
 
        mult_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
        invert_m4_m4(rv3d.persinv, rv3d.viewinv);
 
-       return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag, err_out);
+       return ED_view3d_draw_offscreen_imbuf(scene, &v3d, &ar, width, height, flag, draw_background, err_out);
 
        // seq_view3d_cb(scene, cfra, render_size, seqrectx, seqrecty);
 }
@@ -2580,7 +2698,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, Object *camera, int w
  */
 static void draw_viewport_fps(Scene *scene, ARegion *ar)
 {
-       ScreenFrameRateInfo *fpsi= scene->fps_info;
+       ScreenFrameRateInfo *fpsi = scene->fps_info;
        float fps;
        char printable[16];
        int i, tot;
@@ -2592,11 +2710,11 @@ static void draw_viewport_fps(Scene *scene, ARegion *ar)
        
 #if 0
        /* this is too simple, better do an average */
-       fps = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime))
+       fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime))
 #else
-       fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime));
+       fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime));
        
-       for (i=0, tot=0, fps=0.0f ; i < REDRAW_FRAME_AVERAGE ; i++) {
+       for (i = 0, tot = 0, fps = 0.0f; i < REDRAW_FRAME_AVERAGE; i++) {
                if (fpsi->redrawtimes_fps[i]) {
                        fps += fpsi->redrawtimes_fps[i];
                        tot++;
@@ -2613,52 +2731,64 @@ static void draw_viewport_fps(Scene *scene, ARegion *ar)
        }
 #endif
 
-       /* is this more then half a frame behind? */
-       if (fps+0.5f < (float)(FPS)) {
+             /* is this more then half a frame behind? */
+             if (fps + 0.5f < (float)(FPS)) {
                UI_ThemeColor(TH_REDALERT);
                BLI_snprintf(printable, sizeof(printable), "fps: %.2f", fps);
        } 
        else {
                UI_ThemeColor(TH_TEXT_HI);
-               BLI_snprintf(printable, sizeof(printable), "fps: %i", (int)(fps+0.5f));
+               BLI_snprintf(printable, sizeof(printable), "fps: %i", (int)(fps + 0.5f));
        }
        
-       BLF_draw_default_ascii(22,  ar->winy-17, 0.0f, printable, sizeof(printable));
+       BLF_draw_default_ascii(22,  ar->winy - 17, 0.0f, printable, sizeof(printable));
 }
 
 static int view3d_main_area_draw_engine(const bContext *C, ARegion *ar)
 {
-       Scene *scene= CTX_data_scene(C);
+       Scene *scene = CTX_data_scene(C);
        View3D *v3d = CTX_wm_view3d(C);
-       RegionView3D *rv3d= CTX_wm_region_view3d(C);
+       RegionView3D *rv3d = CTX_wm_region_view3d(C);
        RenderEngineType *type;
 
-       if(!rv3d->render_engine) {
-               type= RE_engines_find(scene->r.engine);
+       /* create render engine */
+       if (!rv3d->render_engine) {
+               type = RE_engines_find(scene->r.engine);
 
-               if(!(type->view_update && type->view_draw))
+               if (!(type->view_update && type->view_draw))
                        return 0;
 
-               rv3d->render_engine= RE_engine_create(type);
+               rv3d->render_engine = RE_engine_create(type);
                type->view_update(rv3d->render_engine, C);
        }
 
+       /* setup view matrices */
        view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
 
+       /* background draw */
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
-       glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
        ED_region_pixelspace(ar);
 
-       type= rv3d->render_engine->type;
+       /* render result draw */
+       if (v3d->flag & V3D_DISPBGPICS)
+               draw_bgpic(scene, ar, v3d, FALSE);
+       else
+               fdrawcheckerboard(0, 0, ar->winx, ar->winy);
+
+       type = rv3d->render_engine->type;
        type->view_draw(rv3d->render_engine, C);
 
+       if (v3d->flag & V3D_DISPBGPICS)
+               draw_bgpic(scene, ar, v3d, TRUE);
+
        return 1;
 }
 
 static void view3d_main_area_draw_engine_info(RegionView3D *rv3d, ARegion *ar)
 {
-       if(!rv3d->render_engine || !rv3d->render_engine->text)
+       if (!rv3d->render_engine || !rv3d->render_engine->text)
                return;
 
        ED_region_info_draw(ar, rv3d->render_engine->text, 1, 0.25);
@@ -2667,15 +2797,15 @@ static void view3d_main_area_draw_engine_info(RegionView3D *rv3d, ARegion *ar)
 /* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */
 static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const char **grid_unit)
 {
-       Scene *scene= CTX_data_scene(C);
+       Scene *scene = CTX_data_scene(C);
        View3D *v3d = CTX_wm_view3d(C);
-       RegionView3D *rv3d= CTX_wm_region_view3d(C);
+       RegionView3D *rv3d = CTX_wm_region_view3d(C);
        Base *base;
        float backcol[3];
        unsigned int lay_used;
 
        /* shadow buffers, before we setup matrices */
-       if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
+       if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
                gpu_update_lamps_shadows(scene, v3d);
        
        /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
@@ -2685,8 +2815,8 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
        }
 
        /* clear background */
-       if((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) {
-               if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
+       if ((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) {
+               if (scene->r.color_mgt_flag & R_COLOR_MANAGEMENT)
                        linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr);
                else
                        copy_v3_v3(backcol, &scene->world->horr);
@@ -2695,49 +2825,48 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
        else
                UI_ThemeClearColor(TH_BACK);
 
-       glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        /* setup view matrices */
        view3d_main_area_setup_view(scene, v3d, ar, NULL, NULL);
 
        ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
 
-       if(rv3d->rflag & RV3D_CLIPPING)
+       if (rv3d->rflag & RV3D_CLIPPING)
                view3d_draw_clipping(rv3d);
        
        /* set zbuffer after we draw clipping region */
-       if(v3d->drawtype > OB_WIRE) {
-               v3d->zbuf= TRUE;
+       if (v3d->drawtype > OB_WIRE) {
+               v3d->zbuf = TRUE;
                glEnable(GL_DEPTH_TEST);
        }
        else
-               v3d->zbuf= FALSE;
+               v3d->zbuf = FALSE;
 
        /* enables anti-aliasing for 3D view drawing */
-       /*if (!(U.gameflags & USER_DISABLE_AA))
-               glEnable(GL_MULTISAMPLE_ARB);*/
-       
+#if 0
+       if (!(U.gameflags & USER_DISABLE_AA))
+               glEnable(GL_MULTISAMPLE_ARB);
+#endif
+
        // needs to be done always, gridview is adjusted in drawgrid() now
-       rv3d->gridview= v3d->grid;
+       rv3d->gridview = v3d->grid;
 
-       if((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
-               if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+       if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
+               if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
                        drawfloor(scene, v3d, grid_unit);
                }
-               if(rv3d->persp==RV3D_CAMOB) {
-                       if(scene->world) {
-                               if(scene->world->mode & WO_STARS) {
+               if (rv3d->persp == RV3D_CAMOB) {
+                       if (scene->world) {
+                               if (scene->world->mode & WO_STARS) {
                                        RE_make_stars(NULL, scene, star_stuff_init_func, star_stuff_vertex_func,
-                                                                 star_stuff_term_func);
+                                                     star_stuff_term_func);
                                }
                        }
-                       if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
-                               if(v3d->flag & V3D_DISPBGPICS) draw_bgpic(scene, ar, v3d);
-                       }
                }
        }
        else {
-               if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+               if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
                        ED_region_pixelspace(ar);
                        drawgrid(&scene->unit, ar, v3d, grid_unit);
                        /* XXX make function? replaces persp(1) */
@@ -2745,27 +2874,25 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
                        glLoadMatrixf(rv3d->winmat);
                        glMatrixMode(GL_MODELVIEW);
                        glLoadMatrixf(rv3d->viewmat);
-
-                       if(v3d->flag & V3D_DISPBGPICS) {
-                               draw_bgpic(scene, ar, v3d);
-                       }
                }
        }
-       
-       if(rv3d->rflag & RV3D_CLIPPING)
-               view3d_set_clipping(rv3d);
+
+       draw_bgpics(scene, ar, v3d, FALSE);
+
+       if (rv3d->rflag & RV3D_CLIPPING)
+               ED_view3d_clipping_set(rv3d);
 
        /* draw set first */
-       if(scene->set) {
+       if (scene->set) {
                Scene *sce_iter;
-               for(SETLOOPER(scene->set, sce_iter, base)) {
+               for (SETLOOPER(scene->set, sce_iter, base)) {
                        
-                       if(v3d->lay & base->lay) {
+                       if (v3d->lay & base->lay) {
                                
                                UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
-                               draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR|DRAW_SCENESET);
+                               draw_object(scene, ar, v3d, base, DRAW_CONSTCOLOR | DRAW_SCENESET);
                                
-                               if(base->object->transflag & OB_DUPLI) {
+                               if (base->object->transflag & OB_DUPLI) {
                                        draw_dupli_objects_color(scene, ar, v3d, base, TH_WIRE);
                                }
                        }
@@ -2774,72 +2901,76 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
                /* Transp and X-ray afterdraw stuff for sets is done later */
        }
 
-       lay_used= 0;
+       lay_used = 0;
 
        /* then draw not selected and the duplis, but skip editmode object */
-       for(base= scene->base.first; base; base= base->next) {
-               lay_used |= base->lay & ((1<<20)-1);
+       for (base = scene->base.first; base; base = base->next) {
+               lay_used |= base->lay & ((1 << 20) - 1);
 
-               if(v3d->lay & base->lay) {
+               if (v3d->lay & base->lay) {
                        
                        /* dupli drawing */
-                       if(base->object->transflag & OB_DUPLI) {
+                       if (base->object->transflag & OB_DUPLI) {
                                draw_dupli_objects(scene, ar, v3d, base);
                        }
-                       if((base->flag & SELECT)==0) {
-                               if(base->object!=scene->obedit) 
+                       if ((base->flag & SELECT) == 0) {
+                               if (base->object != scene->obedit)
                                        draw_object(scene, ar, v3d, base, 0);
                        }
                }
        }
 
-       if(v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
+       if (v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
                /* find header and force tag redraw */
-               ScrArea *sa= CTX_wm_area(C);
-               ARegion *ar_header= BKE_area_find_region_type(sa, RGN_TYPE_HEADER);
+               ScrArea *sa = CTX_wm_area(C);
+               ARegion *ar_header = BKE_area_find_region_type(sa, RGN_TYPE_HEADER);
                ED_region_tag_redraw(ar_header); /* can be NULL */
-               v3d->lay_used= lay_used;
+               v3d->lay_used = lay_used;
        }
 
        /* draw selected and editmode */
-       for(base= scene->base.first; base; base= base->next) {
-               if(v3d->lay & base->lay) {
-                       if (base->object==scene->obedit || ( base->flag & SELECT) ) 
+       for (base = scene->base.first; base; base = base->next) {
+               if (v3d->lay & base->lay) {
+                       if (base->object == scene->obedit || (base->flag & SELECT) )
                                draw_object(scene, ar, v3d, base, 0);
                }
        }
 
+       draw_bgpics(scene, ar, v3d, TRUE);
+
 //     REEB_draw();
 
-       if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+       if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
                /* must be before xray draw which clears the depth buffer */
-               if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
+               if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
                draw_gpencil_view3d(scene, v3d, ar, 1);
-               if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
+               if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
        }
 
        /* Transp and X-ray afterdraw stuff */
-       if(v3d->afterdraw_transp.first)         view3d_draw_transp(scene, ar, v3d);
-       if(v3d->afterdraw_xray.first)           view3d_draw_xray(scene, ar, v3d, 1);    // clears zbuffer if it is used!
-       if(v3d->afterdraw_xraytransp.first)     view3d_draw_xraytransp(scene, ar, v3d, 1);
+       if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
+       if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1);         // clears zbuffer if it is used!
+       if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
        
        ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
 
-       if(rv3d->rflag & RV3D_CLIPPING)
-               view3d_clr_clipping();
+       if (rv3d->rflag & RV3D_CLIPPING)
+               ED_view3d_clipping_disable();
        
        BIF_draw_manipulator(C);
-       
+
+#if 0
        /* Disable back anti-aliasing */
-       /*if (!(U.gameflags & USER_DISABLE_AA))
-               glDisable(GL_MULTISAMPLE_ARB);*/
+       if (!(U.gameflags & USER_DISABLE_AA))
+               glDisable(GL_MULTISAMPLE_ARB);
+#endif
 
-       if(v3d->zbuf) {
-               v3d->zbuf= FALSE;
+       if (v3d->zbuf) {
+               v3d->zbuf = FALSE;
                glDisable(GL_DEPTH_TEST);
        }
 
-       if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+       if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
                BDR_drawSketch(C);
        }
 
@@ -2851,53 +2982,54 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
 
 static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const char *grid_unit)
 {
-       Scene *scene= CTX_data_scene(C);
+       Scene *scene = CTX_data_scene(C);
        View3D *v3d = CTX_wm_view3d(C);
-       RegionView3D *rv3d= CTX_wm_region_view3d(C);
-       bScreen *screen= CTX_wm_screen(C);
+       RegionView3D *rv3d = CTX_wm_region_view3d(C);
+       bScreen *screen = CTX_wm_screen(C);
 
        Object *ob;
 
-       if(rv3d->persp==RV3D_CAMOB)
+       if (rv3d->persp == RV3D_CAMOB)
                drawviewborder(scene, ar, v3d);
 
-       if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+       if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
                /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
-       //      if (v3d->flag2 & V3D_DISPGP)
-                       draw_gpencil_view3d(scene, v3d, ar, 0);
+               //      if (v3d->flag2 & V3D_DISPGP)
+               draw_gpencil_view3d(scene, v3d, ar, 0);
 
                drawcursor(scene, ar, v3d);
        }
        
-       if(U.uiflag & USER_SHOW_ROTVIEWICON)
+       if (U.uiflag & USER_SHOW_ROTVIEWICON)
                draw_view_axis(rv3d);
        else    
                draw_view_icon(rv3d);
        
-       ob= OBACT;
-       if(U.uiflag & USER_DRAWVIEWINFO) 
+       ob = OBACT;
+       if (U.uiflag & USER_DRAWVIEWINFO)
                draw_selected_name(scene, ob);
 
-       if(rv3d->render_engine) {
+       if (rv3d->render_engine) {
                view3d_main_area_draw_engine_info(rv3d, ar);
                return;
        }
 
-       if((U.uiflag & USER_SHOW_FPS) && screen->animtimer) {
+       if ((U.uiflag & USER_SHOW_FPS) && screen->animtimer) {
                draw_viewport_fps(scene, ar);
        }
-       else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
+       else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
                draw_viewport_name(ar, v3d);
        }
+
        if (grid_unit) { /* draw below the viewport name */
-               char numstr[32]= "";
+               char numstr[32] = "";
 
                UI_ThemeColor(TH_TEXT_HI);
-               if(v3d->grid != 1.0f) {
+               if (v3d->grid != 1.0f) {
                        BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
                }
 
-               BLF_draw_default_ascii(22,  ar->winy-(USER_SHOW_VIEWPORTNAME?40:20), 0.0f,
+               BLF_draw_default_ascii(22,  ar->winy - (USER_SHOW_VIEWPORTNAME ? 40 : 20), 0.0f,
                                       numstr[0] ? numstr : grid_unit, sizeof(numstr));
        }
 }
@@ -2905,10 +3037,10 @@ static void view3d_main_area_draw_info(const bContext *C, ARegion *ar, const cha
 void view3d_main_area_draw(const bContext *C, ARegion *ar)
 {
        View3D *v3d = CTX_wm_view3d(C);
-       const char *grid_unit= NULL;
+       const char *grid_unit = NULL;
 
        /* draw viewport using external renderer? */
-       if(!(v3d->drawtype == OB_RENDER && view3d_main_area_draw_engine(C, ar))) {
+       if (!(v3d->drawtype == OB_RENDER && view3d_main_area_draw_engine(C, ar))) {
                /* draw viewport using opengl */
                view3d_main_area_draw_objects(C, ar, &grid_unit);
                ED_region_pixelspace(ar);