+ // sgVec3 *vtlist;
+ // sgVec3 *vnlist;
+ // sgVec2 *tclist;
+
+ // list of pointers to memory chunks that need to be freed when
+ // tile entry goes away
+ free_vec3_list vec3_ptrs;
+ free_vec2_list vec2_ptrs;
+ free_index_list index_ptrs;
+
+ // ssg tree structure for this tile is as follows:
+ // ssgRoot(scene)
+ // - ssgBranch(terrain)
+ // - ssgSelector(tile)
+ // - ssgTransform(tile)
+ // - ssgRangeSelector(tile)
+ // - ssgEntity(tile)
+ // - kid1(fan)
+ // - kid2(fan)
+ // ...
+ // - kidn(fan)
+
+ // selector (turn tile on/off)
+ ssgSelector *select_ptr;
+
+ // pointer to ssg transform for this tile
+ ssgTransform *transform_ptr;
+
+ // pointer to ssg range selector for this tile
+ ssgRangeSelector *range_ptr;