]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/cloud.cxx
Don't reset the random texture base when rebuilding a cloud layer
[simgear.git] / simgear / scene / sky / cloud.cxx
index 8fda63941149fa590f6d5e3893b67fc6f63d4146..5ff1b0891ebdbbe671e60a6ee6f31e766783deba 100644 (file)
 //
 // Written by Curtis Olson, started June 2000.
 //
-// Copyright (C) 2000  Curtis L. Olson  - curt@flightgear.org
+// Copyright (C) 2000  Curtis L. Olson  - http://www.flightgear.org/~curt
 //
-// This program is distributed in the hope that it will be useful, but
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful, but
 // WITHOUT ANY WARRANTY; without even the implied warranty of
 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 // General Public License for more details.
 //
 // You should have received a copy of the GNU General Public License
 // along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
 // $Id$
 
+#ifdef HAVE_CONFIG_H
+#  include <simgear_config.h>
+#endif
 
 #include <simgear/compiler.h>
 
-#include <stdio.h>
-#include STL_IOSTREAM
+#include <sstream>
 
-#include <plib/sg.h>
-#include <plib/ssg.h>
+#include <math.h>
+
+#include <osg/AlphaFunc>
+#include <osg/BlendFunc>
+#include <osg/Geode>
+#include <osg/Geometry>
+#include <osg/Material>
+#include <osg/ShadeModel>
+#include <osg/TexEnv>
+#include <osg/Texture2D>
+#include <osg/TextureCubeMap>
+#include <osg/TexMat>
 
-#include <simgear/math/point3d.hxx>
-#include <simgear/math/polar3d.hxx>
 #include <simgear/math/sg_random.h>
 #include <simgear/debug/logstream.hxx>
-#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/model/model.hxx>
+#include <simgear/math/polar3d.hxx>
 
+#include "newcloud.hxx"
+#include "cloudfield.hxx"
 #include "cloud.hxx"
 
-
-static ssgSimpleState *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+// #if defined(__MINGW32__)
+// #define isnan(x) _isnan(x)
+// #endif
+
+// #if defined (__FreeBSD__)
+// #  if __FreeBSD_version < 500000
+//      extern "C" {
+//        inline int isnan(double r) { return !(r <= 0 || r >= 0); }
+//      }
+// #  endif
+// #endif
+
+#if defined (__CYGWIN__)
+#include <ieeefp.h>
+#endif
+
+static osg::ref_ptr<osg::StateSet> layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+static osg::ref_ptr<osg::StateSet> layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+static osg::ref_ptr<osg::TextureCubeMap> cubeMap;
 static bool state_initialized = false;
+static bool bump_mapping = false;
+
+bool SGCloudLayer::enable_bump_mapping = false;
 
+// make an StateSet for a cloud layer given the named texture
+static osg::StateSet*
+SGMakeState(const SGPath &path, const char* colorTexture,
+            const char* normalTexture)
+{
+    osg::StateSet *stateSet = new osg::StateSet;
+
+    SGPath colorPath(path);
+    colorPath.append(colorTexture);
+    stateSet->setTextureAttribute(0, SGLoadTexture2D(colorPath));
+    stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+
+    osg::TexEnv* texEnv = new osg::TexEnv;
+    texEnv->setMode(osg::TexEnv::MODULATE);
+    stateSet->setTextureAttribute(0, texEnv);
+    osg::ShadeModel* shadeModel = new osg::ShadeModel;
+    // FIXME: TRUE??
+    shadeModel->setMode(osg::ShadeModel::SMOOTH);
+    stateSet->setAttributeAndModes(shadeModel);
+
+    stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+    stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
+
+//     osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
+//     alphaFunc->setFunction(osg::AlphaFunc::GREATER);
+//     alphaFunc->setReferenceValue(0.01);
+//     stateSet->setAttribute(alphaFunc);
+//     stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
+    stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
+
+    osg::BlendFunc* blendFunc = new osg::BlendFunc;
+    blendFunc->setSource(osg::BlendFunc::SRC_ALPHA);
+    blendFunc->setDestination(osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
+    stateSet->setAttribute(blendFunc);
+    stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+
+//     osg::Material* material = new osg::Material;
+//     material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
+//     material->setEmission(osg::Material::FRONT_AND_BACK,
+//                           osg::Vec4(0.05, 0.05, 0.05, 0));
+//     material->setSpecular(osg::Material::FRONT_AND_BACK,
+//                           osg::Vec4(0, 0, 0, 1));
+//     stateSet->setAttribute(material);
+
+    stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+
+    // OSGFIXME: invented by me ...
+//     stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+//     stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
+
+//     stateSet->setMode(GL_LIGHT0, osg::StateAttribute::OFF);
+
+    // If the normal texture is given prepare a bumpmapping enabled state
+//     if (normalTexture) {
+//       SGPath normalPath(path);
+//       normalPath.append(normalTexture);
+//       stateSet->setTextureAttribute(2, SGLoadTexture2D(normalPath));
+//       stateSet->setTextureMode(2, GL_TEXTURE_2D, osg::StateAttribute::ON);
+//     }
+
+    return stateSet;
+}
 
 // Constructor
 SGCloudLayer::SGCloudLayer( const string &tex_path ) :
-    layer_root(new ssgRoot),
-    layer_transform(new ssgTransform),
+    layer_root(new osg::Switch),
+    group_top(new osg::Group),
+    group_bottom(new osg::Group),
+    layer_transform(new osg::MatrixTransform),
+    cloud_alpha(1.0),
     texture_path(tex_path),
     layer_span(0.0),
     layer_asl(0.0),
@@ -53,19 +157,25 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
     last_lon(0.0),
     last_lat(0.0)
 {
-    cl[0] = cl[1] = cl[2] = cl[3] = NULL;
-    vl[0] = vl[1] = vl[2] = vl[3] = NULL;
-    tl[0] = tl[1] = tl[2] = tl[3] = NULL;
-    layer[0] = layer[1] = layer[2] = layer[3] = NULL;
-
-    layer_root->addKid(layer_transform);
-    rebuild();
+  layer_root->addChild(group_bottom.get());
+  layer_root->addChild(group_top.get());
+  // Force the cloud layers into recursive bins of bin 4.
+  osg::StateSet *rootSet = layer_root->getOrCreateStateSet();
+  rootSet->setRenderBinDetails(4, "RenderBin");
+  rootSet->setTextureAttribute(0, new osg::TexMat());
+  base = osg::Vec2(sg_random(), sg_random());
+
+  group_top->addChild(layer_transform.get());
+  group_bottom->addChild(layer_transform.get());
+
+  layer3D = new SGCloudField;
+  rebuild();
 }
 
 // Destructor
 SGCloudLayer::~SGCloudLayer()
 {
-    delete layer_root;         // deletes layer_transform and layer as well
+  delete layer3D;
 }
 
 float
@@ -141,6 +251,16 @@ SGCloudLayer::setCoverage (Coverage coverage)
     }
 }
 
+void
+SGCloudLayer::setTextureOffset(const osg::Vec2& offset)
+{
+    osg::StateAttribute* attr = layer_root->getStateSet()
+        ->getTextureAttribute(0, osg::StateAttribute::TEXMAT);
+    osg::TexMat* texMat = dynamic_cast<osg::TexMat*>(attr);
+    if (!texMat)
+        return;
+    texMat->setMatrix(osg::Matrix::translate(offset[0], offset[1], 0.0));
+}
 
 // build the cloud object
 void
@@ -150,175 +270,581 @@ SGCloudLayer::rebuild()
     if ( !state_initialized ) { 
         state_initialized = true;
 
-        cout << "initializing cloud layers" << endl;
-
-        SGPath cloud_path;
-
-        cloud_path.set(texture_path.str());
-        cloud_path.append("overcast.rgb");
-        layer_states[SG_CLOUD_OVERCAST] = sgCloudMakeState(cloud_path.str());
-
-        cloud_path.set(texture_path.str());
-        cloud_path.append("broken.rgba");
-        layer_states[SG_CLOUD_BROKEN]
-            = sgCloudMakeState(cloud_path.str());
-
-        cloud_path.set(texture_path.str());
-        cloud_path.append("scattered.rgba");
-        layer_states[SG_CLOUD_SCATTERED]
-            = sgCloudMakeState(cloud_path.str());
-
-        cloud_path.set(texture_path.str());
-        cloud_path.append("few.rgba");
-        layer_states[SG_CLOUD_FEW]
-            = sgCloudMakeState(cloud_path.str());
-
-        cloud_path.set(texture_path.str());
-        cloud_path.append("cirrus.rgba");
-        layer_states[SG_CLOUD_CIRRUS]
-            = sgCloudMakeState(cloud_path.str());
-
+        SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
+
+        osg::Texture::Extensions* extensions;
+        extensions = osg::Texture::getExtensions(0, true);
+        // OSGFIXME
+        bump_mapping = extensions->isMultiTexturingSupported() &&
+          (2 <= extensions->numTextureUnits()) &&
+          SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
+          SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3");
+
+        osg::TextureCubeMap::Extensions* extensions2;
+        extensions2 = osg::TextureCubeMap::getExtensions(0, true);
+        bump_mapping = bump_mapping && extensions2->isCubeMapSupported();
+
+        // This bump mapping code was inspired by the tutorial available at 
+        // http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
+        // and a NVidia white paper 
+        //  http://developer.nvidia.com/object/bumpmappingwithregistercombiners.html
+        // The normal map textures were generated by the normal map Gimp plugin :
+        //  http://nifelheim.dyndns.org/~cocidius/normalmap/
+        //
+        cubeMap = new osg::TextureCubeMap;
+        cubeMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
+        cubeMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
+        cubeMap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
+        cubeMap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
+        cubeMap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
+
+        const int size = 32;
+        const float half_size = 16.0f;
+        const float offset = 0.5f;
+        osg::Vec3 zero_normal(0.5, 0.5, 0.5);
+
+        osg::Image* image = new osg::Image;
+        image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+        unsigned char *ptr = image->data(0, 0);
+        for (int j = 0; j < size; j++ ) {
+          for (int i = 0; i < size; i++ ) {
+            osg::Vec3 tmp(half_size, -( j + offset - half_size ),
+                          -( i + offset - half_size ) );
+            tmp.normalize();
+            tmp = tmp*0.5 - zero_normal;
+            
+            *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+          }
+        }
+        cubeMap->setImage(osg::TextureCubeMap::POSITIVE_X, image);
+
+        image = new osg::Image;
+        image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+        ptr = image->data(0, 0);
+        for (int j = 0; j < size; j++ ) {
+          for (int i = 0; i < size; i++ ) {
+            osg::Vec3 tmp(-half_size, -( j + offset - half_size ),
+                          ( i + offset - half_size ) );
+            tmp.normalize();
+            tmp = tmp*0.5 - zero_normal;
+            
+            *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+          }
+        }
+        cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_X, image);
+
+        image = new osg::Image;
+        image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+        ptr = image->data(0, 0);
+        for (int j = 0; j < size; j++ ) {
+          for (int i = 0; i < size; i++ ) {
+            osg::Vec3 tmp(( i + offset - half_size ), half_size,
+                          ( j + offset - half_size ) );
+            tmp.normalize();
+            tmp = tmp*0.5 - zero_normal;
+            
+            *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+          }
+        }
+        cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Y, image);
+
+        image = new osg::Image;
+        image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+        ptr = image->data(0, 0);
+        for (int j = 0; j < size; j++ ) {
+          for (int i = 0; i < size; i++ ) {
+            osg::Vec3 tmp(( i + offset - half_size ), -half_size,
+                          -( j + offset - half_size ) );
+            tmp.normalize();
+            tmp = tmp*0.5 - zero_normal;
+
+            *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+          }
+        }
+        cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Y, image);
+
+        image = new osg::Image;
+        image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+        ptr = image->data(0, 0);
+        for (int j = 0; j < size; j++ ) {
+          for (int i = 0; i < size; i++ ) {
+            osg::Vec3 tmp(( i + offset - half_size ),
+                          -( j + offset - half_size ), half_size );
+            tmp.normalize();
+            tmp = tmp*0.5 - zero_normal;
+            
+            *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+          }
+        }
+        cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Z, image);
+
+        image = new osg::Image;
+        image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+        ptr = image->data(0, 0);
+        for (int j = 0; j < size; j++ ) {
+          for (int i = 0; i < size; i++ ) {
+            osg::Vec3 tmp(-( i + offset - half_size ),
+                          -( j + offset - half_size ), -half_size );
+            tmp.normalize();
+            tmp = tmp*0.5 - zero_normal;
+            *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+            *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+          }
+        }
+        cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
+
+        osg::StateSet* state;
+        state = SGMakeState(texture_path, "overcast.rgb", "overcast_n.rgb");
+        layer_states[SG_CLOUD_OVERCAST] = state;
+        state = SGMakeState(texture_path, "overcast_top.rgb", "overcast_top_n.rgb");
+        layer_states2[SG_CLOUD_OVERCAST] = state;
+        
+        state = SGMakeState(texture_path, "broken.rgba", "broken_n.rgb");
+        layer_states[SG_CLOUD_BROKEN] = state;
+        layer_states2[SG_CLOUD_BROKEN] = state;
+        
+        state = SGMakeState(texture_path, "scattered.rgba", "scattered_n.rgb");
+        layer_states[SG_CLOUD_SCATTERED] = state;
+        layer_states2[SG_CLOUD_SCATTERED] = state;
+        
+        state = SGMakeState(texture_path, "few.rgba", "few_n.rgb");
+        layer_states[SG_CLOUD_FEW] = state;
+        layer_states2[SG_CLOUD_FEW] = state;
+        
+        state = SGMakeState(texture_path, "cirrus.rgba", "cirrus_n.rgb");
+        layer_states[SG_CLOUD_CIRRUS] = state;
+        layer_states2[SG_CLOUD_CIRRUS] = state;
+        
         layer_states[SG_CLOUD_CLEAR] = 0;
+        layer_states2[SG_CLOUD_CLEAR] = 0;
+
+      // OSGFIXME
+//             SGNewCloud::loadTextures(texture_path.str());
+//             layer3D->buildTestLayer();
     }
 
     scale = 4000.0;
     last_lon = last_lat = -999.0f;
 
-    sgVec2 base;
-    sgSetVec2( base, sg_random(), sg_random() );
-
+    setTextureOffset(base);
     // build the cloud layer
-    sgVec4 color;
-    sgVec3 vertex;
-    sgVec2 tc;
-
     const float layer_scale = layer_span / scale;
     const float mpi = SG_PI/4;
-    const float alt_diff = layer_asl * 0.8;
-
-    for (int i = 0; i < 4; i++)
-    {
-        if ( layer[i] != NULL ) {
-            layer_transform->removeKid(layer[i]); // automatic delete
-        }
-
-        vl[i] = new ssgVertexArray( 10 );
-        cl[i] = new ssgColourArray( 10 );
-        tl[i] = new ssgTexCoordArray( 10 );
-
-
-        sgSetVec3( vertex, layer_span*(i-2)/2, -layer_span,
-                           alt_diff * (sin(i*mpi) - 2) );
-
-        sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
-
-        sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
-
-        cl[i]->add( color );
-        vl[i]->add( vertex );
-        tl[i]->add( tc );
-
-        for (int j = 0; j < 4; j++)
-        {
-            sgSetVec3( vertex, layer_span*(i-1)/2, layer_span*(j-2)/2,
-                               alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2) );
-
-            sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
-                           base[1] + layer_scale * j/4 );
-
-            sgSetVec4( color, 1.0f, 1.0f, 1.0f,
-                              ( (j == 0) || (i == 3)) ?  
-                              ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
-
-            cl[i]->add( color );
-            vl[i]->add( vertex );
-            tl[i]->add( tc );
-
-
-            sgSetVec3( vertex, layer_span*(i-2)/2, layer_span*(j-1)/2,
-                               alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
-
-            sgSetVec2( tc, base[0] + layer_scale * i/4,
-                           base[1] + layer_scale * (j+1)/4 );
-
-            sgSetVec4( color, 1.0f, 1.0f, 1.0f,
-                              ((j == 3) || (i == 0)) ?
-                              ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
-            cl[i]->add( color );
-            vl[i]->add( vertex );
-            tl[i]->add( tc );
-        }
-
-        sgSetVec3( vertex, layer_span*(i-1)/2, layer_span, 
-                           alt_diff * (sin((i+1)*mpi) - 2) );
-
-        sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
-                       base[1] + layer_scale );
+    
+    // caclculate the difference between a flat-earth model and 
+    // a round earth model given the span and altutude ASL of
+    // the cloud layer. This is the difference in altitude between
+    // the top of the inverted bowl and the edge of the bowl.
+    // const float alt_diff = layer_asl * 0.8;
+    const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
+    const float layer_angle = 0.5*layer_span / layer_to_core; // The angle is half the span
+    const float border_to_core = layer_to_core * cos(layer_angle);
+    const float alt_diff = layer_to_core - border_to_core;
+    
+    for (int i = 0; i < 4; i++) {
+      if ( layer[i] != NULL ) {
+        layer_transform->removeChild(layer[i].get()); // automatic delete
+      }
+      
+      vl[i] = new osg::Vec3Array;
+      cl[i] = new osg::Vec4Array;
+      tl[i] = new osg::Vec2Array;
+      
+      
+      osg::Vec3 vertex(layer_span*(i-2)/2, -layer_span,
+                       alt_diff * (sin(i*mpi) - 2));
+      osg::Vec2 tc(layer_scale * i/4, 0.0f);
+      osg::Vec4 color(1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f);
+      
+      cl[i]->push_back(color);
+      vl[i]->push_back(vertex);
+      tl[i]->push_back(tc);
+      
+      for (int j = 0; j < 4; j++) {
+        vertex = osg::Vec3(layer_span*(i-1)/2, layer_span*(j-2)/2,
+                           alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2));
+        tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale * j/4);
+        color = osg::Vec4(1.0f, 1.0f, 1.0f,
+                          ( (j == 0) || (i == 3)) ?  
+                          ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
+        
+        cl[i]->push_back(color);
+        vl[i]->push_back(vertex);
+        tl[i]->push_back(tc);
+        
+        vertex = osg::Vec3(layer_span*(i-2)/2, layer_span*(j-1)/2,
+                           alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
+        tc = osg::Vec2(layer_scale * i/4, layer_scale * (j+1)/4 );
+        color = osg::Vec4(1.0f, 1.0f, 1.0f,
+                          ((j == 3) || (i == 0)) ?
+                          ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
+        cl[i]->push_back(color);
+        vl[i]->push_back(vertex);
+        tl[i]->push_back(tc);
+      }
+      
+      vertex = osg::Vec3(layer_span*(i-1)/2, layer_span, 
+                         alt_diff * (sin((i+1)*mpi) - 2));
+      
+      tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale);
+      
+      color = osg::Vec4(1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
+      
+      cl[i]->push_back( color );
+      vl[i]->push_back( vertex );
+      tl[i]->push_back( tc );
+      
+      osg::Geometry* geometry = new osg::Geometry;
+      geometry->setUseDisplayList(false);
+      geometry->setVertexArray(vl[i].get());
+      geometry->setNormalBinding(osg::Geometry::BIND_OFF);
+      geometry->setColorArray(cl[i].get());
+      geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
+      geometry->setTexCoordArray(0, tl[i].get());
+      geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, vl[i]->size()));
+      layer[i] = new osg::Geode;
+      
+      std::stringstream sstr;
+      sstr << "Cloud Layer (" << i << ")";
+      geometry->setName(sstr.str());
+      layer[i]->setName(sstr.str());
+      layer[i]->addDrawable(geometry);
+      layer_transform->addChild(layer[i].get());
+    }
+    
+    //OSGFIXME: true
+    if ( layer_states[layer_coverage].valid() ) {
+      osg::CopyOp copyOp(osg::CopyOp::DEEP_COPY_ALL
+                         & ~osg::CopyOp::DEEP_COPY_TEXTURES);
+      // render bin will be set in reposition
+      osg::StateSet* stateSet = static_cast<osg::StateSet*>(layer_states2[layer_coverage]->clone(copyOp));
+      stateSet->setDataVariance(osg::Object::DYNAMIC);
+      group_top->setStateSet(stateSet);
+      stateSet = static_cast<osg::StateSet*>(layer_states2[layer_coverage]->clone(copyOp));
+      stateSet->setDataVariance(osg::Object::DYNAMIC);
+      group_bottom->setStateSet(stateSet);
+    }
+}
 
-        sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
+#if 0
+            sgMat4 modelview,
+                   tmp,
+                   transform;
+            ssgGetModelviewMatrix( modelview );
+            layer_transform->getTransform( transform );
+
+            sgTransposeNegateMat4( tmp, transform );
+
+            sgPostMultMat4( transform, modelview );
+            ssgLoadModelviewMatrix( transform );
+
+            sgVec3 lightVec;
+            ssgGetLight( 0 )->getPosition( lightVec );
+            sgNegateVec3( lightVec );
+            sgXformVec3( lightVec, tmp );
+
+            for ( int i = 0; i < 25; i++ ) {
+                CloudVertex &v = vertices[ i ];
+                sgSetVec3( v.tangentSpLight,
+                           sgScalarProductVec3( v.sTangent, lightVec ),
+                           sgScalarProductVec3( v.tTangent, lightVec ),
+                           sgScalarProductVec3( v.normal, lightVec ) );
+            }
 
-        cl[i]->add( color );
-        vl[i]->add( vertex );
-        tl[i]->add( tc );
+            ssgTexture *decal = color_map[ layer_coverage ][ top ? 1 : 0 ];
+            if ( top && decal == 0 ) {
+                decal = color_map[ layer_coverage ][ 0 ];
+            }
+            ssgTexture *normal = normal_map[ layer_coverage ][ top ? 1 : 0 ];
+            if ( top && normal == 0 ) {
+                normal = normal_map[ layer_coverage ][ 0 ];
+            }
 
-        layer[i] = new ssgVtxTable(GL_TRIANGLE_STRIP, vl[i], NULL, tl[i], cl[i]);
-        layer_transform->addKid( layer[i] );
+            glDisable( GL_LIGHTING );
+            glDisable( GL_CULL_FACE );
+//            glDisable( GL_ALPHA_TEST );
+            if ( layer_coverage == SG_CLOUD_FEW ) {
+                glEnable( GL_ALPHA_TEST );
+                glAlphaFunc ( GL_GREATER, 0.01 );
+            }
+            glEnable( GL_BLEND ); 
+            glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+
+            glShadeModel( GL_SMOOTH );
+            glEnable( GL_COLOR_MATERIAL ); 
+            sgVec4 color;
+            float emis = 0.05;
+            if ( 1 ) {
+                ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
+                emis = ( color[0]+color[1]+color[2] ) / 3.0;
+                if ( emis < 0.05 )
+                    emis = 0.05;
+            }
+            sgSetVec4( color, emis, emis, emis, 0.0 );
+            glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, color );
+            sgSetVec4( color, 1.0f, 1.0f, 1.0f, 0.0 );
+            glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, color );
+            sgSetVec4( color, 1.0, 1.0, 1.0, 0.0 );
+            glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, color );
+            sgSetVec4( color, 0.0, 0.0, 0.0, 0.0 );
+            glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, color );
+
+            glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
+
+            glActiveTexturePtr( GL_TEXTURE0_ARB );
+            glBindTexture( GL_TEXTURE_2D, normal->getHandle() );
+            glEnable( GL_TEXTURE_2D );
+
+            //Bind normalisation cube map to texture unit 1
+            glActiveTexturePtr( GL_TEXTURE1_ARB );
+            glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
+            glEnable( GL_TEXTURE_CUBE_MAP_ARB );
+            glActiveTexturePtr( GL_TEXTURE0_ARB );
+
+            //Set vertex arrays for cloud
+            glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
+            glEnableClientState( GL_VERTEX_ARRAY );
+/*
+            if ( nb_texture_unit >= 3 ) {
+                glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
+                glEnableClientState( GL_COLOR_ARRAY );
+            }
+*/
+            //Send texture coords for normal map to unit 0
+            glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
+            glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+            //Send tangent space light vectors for normalisation to unit 1
+            glClientActiveTexturePtr( GL_TEXTURE1_ARB );
+            glTexCoordPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].tangentSpLight );
+            glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+            //Set up texture environment to do (tex0 dot tex1)*color
+            glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
+            glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
+            glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE );
+            glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE );
+            glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
+
+// use TexEnvCombine to add the highlights to the original lighting
+osg::TexEnvCombine *te = new osg::TexEnvCombine;    
+te->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
+te->setCombine_RGB(osg::TexEnvCombine::REPLACE);
+te->setSource0_Alpha(osg::TexEnvCombine::TEXTURE);
+te->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
+ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
+
+
+            glActiveTexturePtr( GL_TEXTURE1_ARB );
+
+            glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
+            glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
+            glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB );
+            glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
+            glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB );
+            glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
+
+osg::TexEnvCombine *te = new osg::TexEnvCombine;    
+te->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
+te->setCombine_RGB(osg::TexEnvCombine::DOT3_RGB);
+te->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
+te->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
+te->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
+ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
+
+
+            if ( nb_texture_unit >= 3 ) {
+                glActiveTexturePtr( GL_TEXTURE2_ARB );
+                glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
+
+                glClientActiveTexturePtr( GL_TEXTURE2_ARB );
+                glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
+                glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+                glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
+                glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD );
+                glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
+                glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
+
+                glClientActiveTexturePtr( GL_TEXTURE0_ARB );
+                glActiveTexturePtr( GL_TEXTURE0_ARB );
+
+                //Draw cloud layer
+                glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
+                glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
+                glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
+                glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
+
+                glDisable( GL_TEXTURE_2D );
+                glActiveTexturePtr( GL_TEXTURE1_ARB );
+                glDisable( GL_TEXTURE_CUBE_MAP_ARB );
+                glActiveTexturePtr( GL_TEXTURE2_ARB );
+                glDisable( GL_TEXTURE_2D );
+                glActiveTexturePtr( GL_TEXTURE0_ARB );
+
+                glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+                glClientActiveTexturePtr( GL_TEXTURE1_ARB );
+                glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+                glClientActiveTexturePtr( GL_TEXTURE2_ARB );
+                glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+                glClientActiveTexturePtr( GL_TEXTURE0_ARB );
+
+                glDisableClientState( GL_COLOR_ARRAY );
+                glEnable( GL_LIGHTING );
+
+                glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+            } else {
+                glClientActiveTexturePtr( GL_TEXTURE0_ARB );
+                glActiveTexturePtr( GL_TEXTURE0_ARB );
+
+                //Draw cloud layer
+                glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
+                glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
+                glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
+                glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
+
+                //Disable textures
+                glDisable( GL_TEXTURE_2D );
+
+                glActiveTexturePtr( GL_TEXTURE1_ARB );
+                glDisable( GL_TEXTURE_CUBE_MAP_ARB );
+                glActiveTexturePtr( GL_TEXTURE0_ARB );
+
+                //disable vertex arrays
+                glDisableClientState( GL_VERTEX_ARRAY );
+
+                glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+                glClientActiveTexturePtr( GL_TEXTURE1_ARB );
+                glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+                glClientActiveTexturePtr( GL_TEXTURE0_ARB );
+
+                //Return to standard modulate texenv
+                glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+                if ( layer_coverage == SG_CLOUD_OVERCAST ) {
+                   glDepthFunc(GL_LEQUAL);
+
+                    glEnable( GL_LIGHTING );
+                    sgVec4 color;
+                    ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
+                    float average = ( color[0] + color[1] + color[2] ) / 3.0f;
+                    average = 0.15 + average/10;
+                    sgVec4 averageColor;
+                    sgSetVec4( averageColor, average, average, average, 1.0f );
+                    ssgGetLight( 0 )->setColour( GL_DIFFUSE, averageColor );
+
+                    glBlendColorPtr( average, average, average, 1.0f );
+                    glBlendFunc( GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR );
+
+                    //Perform a second pass to color the torus
+                    //Bind decal texture
+                    glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
+                    glEnable(GL_TEXTURE_2D);
+
+                    //Set vertex arrays for torus
+                    glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
+                    glEnableClientState( GL_VERTEX_ARRAY );
+
+                    //glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
+                    //glEnableClientState( GL_COLOR_ARRAY );
+
+                    glNormalPointer( GL_FLOAT, sizeof(CloudVertex), &vertices[0].normal );
+                    glEnableClientState( GL_NORMAL_ARRAY );
 
-        if ( layer_states[layer_coverage] != NULL ) {
-            layer[i]->setState( layer_states[layer_coverage] );
-        }
-    }
+                    glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
+                    glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+                    //Draw cloud layer
+                    glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
+                    glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
+                    glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
+                    glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
+
+                    ssgGetLight( 0 )->setColour( GL_DIFFUSE, color );
+
+                    glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+                }
+            }
+            //Disable texture
+            glDisable( GL_TEXTURE_2D );
 
-    // force a repaint of the sky colors with arbitrary defaults
-    repaint( color );
+            glDisableClientState( GL_VERTEX_ARRAY );
+            glDisableClientState( GL_NORMAL_ARRAY );
 
-}
+            glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+            glEnable( GL_CULL_FACE );
+           glDepthFunc(GL_LESS);
 
+            ssgLoadModelviewMatrix( modelview );
+#endif
 
 // repaint the cloud layer colors
-bool SGCloudLayer::repaint( sgVec3 fog_color ) {
-    float *color;
-
-    for ( int i = 0; i < 4; i++ )
-        for ( int j = 0; j < 10; ++j ) {
-            color = cl[i]->get( j );
-            sgCopyVec3( color, fog_color );
-        }
-
-    return true;
+bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
+  for ( int i = 0; i < 4; i++ ) {
+    osg::Vec4 color(fog_color.osg(), 1);
+    color[3] = (i == 0) ? 0.0f : cloud_alpha * 0.15f;
+    (*cl[i])[0] = color;
+    
+    for ( int j = 0; j < 4; ++j ) {
+      color[3] =
+        ((j == 0) || (i == 3)) ?
+        ((j == 0) && (i == 3)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
+      (*cl[i])[(2*j) + 1] = color;
+      
+      color[3] = 
+        ((j == 3) || (i == 0)) ?
+        ((j == 3) && (i == 0)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
+      (*cl[i])[(2*j) + 2] = color;
+    }
+    
+    color[3] = (i == 3) ? 0.0f : cloud_alpha * 0.15f;
+    (*cl[i])[9] = color;
+    
+    cl[i]->dirty();
+  }
+
+  return true;
 }
 
-
 // reposition the cloud layer at the specified origin and orientation
 // lon specifies a rotation about the Z axis
 // lat specifies a rotation about the new Y axis
 // spin specifies a rotation about the new Z axis (and orients the
 // sunrise/set effects
-bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
+bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
                               double alt, double dt )
 {
-    sgMat4 T1, LON, LAT;
-    sgVec3 axis;
-
     // combine p and asl (meters) to get translation offset
-    sgVec3 asl_offset;
-    sgCopyVec3( asl_offset, up );
-    sgNormalizeVec3( asl_offset );
+    osg::Vec3 asl_offset(up.osg());
+    asl_offset.normalize();
     if ( alt <= layer_asl ) {
-        sgScaleVec3( asl_offset, layer_asl );
+        asl_offset *= layer_asl;
     } else {
-        sgScaleVec3( asl_offset, layer_asl + layer_thickness );
+        asl_offset *= layer_asl + layer_thickness;
     }
+
     // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
     //      << "," << asl_offset[2] << endl;
-    sgAddVec3( asl_offset, p );
+    asl_offset += p.osg();
     // cout << "  asl_offset = " << asl_offset[0] << "," << asl_offset[1]
     //      << "," << asl_offset[2] << endl;
 
+    osg::Matrix T, LON, LAT;
     // Translate to zero elevation
     // Point3D zero_elev = current_view.get_cur_zero_elev();
-    // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
-    sgMakeTransMat4( T1, asl_offset );
+    T.makeTranslate( asl_offset );
 
     // printf("  Translated to %.2f %.2f %.2f\n", 
     //        zero_elev.x, zero_elev.y, zero_elev.z );
@@ -327,25 +853,31 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
     // printf("  lon = %.2f  lat = %.2f\n", 
     //        lon * SGD_RADIANS_TO_DEGREES,
     //        lat * SGD_RADIANS_TO_DEGREES);
-    // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
-    sgSetVec3( axis, 0.0, 0.0, 1.0 );
-    sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
+    LON.makeRotate(lon, osg::Vec3(0, 0, 1));
 
     // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
     //             0.0, 1.0, 0.0 );
-    sgSetVec3( axis, 0.0, 1.0, 0.0 );
-    sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
-
-    sgMat4 TRANSFORM;
-
-    sgCopyMat4( TRANSFORM, T1 );
-    sgPreMultMat4( TRANSFORM, LON );
-    sgPreMultMat4( TRANSFORM, LAT );
-
-    sgCoord layerpos;
-    sgSetCoord( &layerpos, TRANSFORM );
-
-    layer_transform->setTransform( &layerpos );
+    LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
+
+    layer_transform->setMatrix( LAT*LON*T );
+    // The layers need to be drawn in order because they are
+    // translucent, but OSG transparency sorting doesn't work because
+    // the cloud polys are huge. However, the ordering is simple: the
+    // bottom polys should be drawn from high altitude to low, and the
+    // top polygons from low to high. The altitude can be used
+    // directly to order the polygons!
+    layer_root->getChild(0)->getStateSet()->setRenderBinDetails(-(int)layer_asl,
+                                                                "RenderBin");
+    layer_root->getChild(1)->getStateSet()->setRenderBinDetails((int)layer_asl,
+                                                                "RenderBin");
+    if ( alt <= layer_asl ) {
+      layer_root->setSingleChildOn(0);
+    } else if ( alt >= layer_asl + layer_thickness ) {
+      layer_root->setSingleChildOn(1);
+    } else {
+      layer_root->setAllChildrenOff();
+    }
+        
 
     // now calculate update texture coordinates
     if ( last_lon < -900 ) {
@@ -360,11 +892,19 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
         Point3D dest( lon, lat, 0.0 );
         double course = 0.0, dist = 0.0;
 
-        if (dest != start) {
-            calc_gc_course_dist( dest, start, &course, &dist );
-         }
+        calc_gc_course_dist( dest, start, &course, &dist );
         // cout << "course = " << course << ", dist = " << dist << endl;
 
+        // if start and dest are too close together,
+        // calc_gc_course_dist() can return a course of "nan".  If
+        // this happens, lets just use the last known good course.
+        // This is a hack, and it would probably be better to make
+        // calc_gc_course_dist() more robust.
+        if ( isnan(course) ) {
+            course = last_course;
+        } else {
+            last_course = course;
+        }
 
         // calculate cloud movement due to external forces
         double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
@@ -375,8 +915,8 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
         }
 
         if (sp_dist > 0) {
-            bx = cos(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
-            by = sin(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
+            bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
+            by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
         }
 
 
@@ -386,10 +926,6 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
         const float layer_scale = layer_span / scale;
 
         // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
-
-        float *base, *tc;
-
-        base = tl[0]->get( 0 );
         base[0] += xoff;
 
         // the while loops can lead to *long* pauses if base[0] comes
@@ -399,9 +935,10 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
         if ( base[0] > -10.0 && base[0] < 10.0 ) {
             base[0] -= (int)base[0];
         } else {
-            base[0] = 0.0;
             SG_LOG(SG_ASTRO, SG_DEBUG,
-                       "Error: base = " << base[0] << "," << base[1]);
+                "Error: base = " << base[0] << "," << base[1] <<
+                " course = " << course << " dist = " << dist );
+            base[0] = 0.0;
         }
 
         base[1] += yoff;
@@ -410,75 +947,21 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
         // while ( base[1] > 1.0 ) { base[1] -= 1.0; }
         // while ( base[1] < 0.0 ) { base[1] += 1.0; }
         if ( base[1] > -10.0 && base[1] < 10.0 ) {
-           base[1] -= (int)base[1];
+            base[1] -= (int)base[1];
         } else {
-           base[1] = 0.0;
-           SG_LOG(SG_ASTRO, SG_ALERT,
-               "Error: base = " << base[0] << "," << base[1]);
+            SG_LOG(SG_ASTRO, SG_DEBUG,
+                    "Error: base = " << base[0] << "," << base[1] <<
+                    " course = " << course << " dist = " << dist );
+            base[1] = 0.0;
         }
 
-       // cout << "base = " << base[0] << "," << base[1] << endl;
+        // cout << "base = " << base[0] << "," << base[1] << endl;
 
-        for (int i = 0; i < 4; i++)
-        {
-            tc = tl[i]->get( 0 );
-            sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
-            
-            for (int j = 0; j < 4; j++)
-            {
-                tc = tl[i]->get( j*2+1 );
-                sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
-                               base[1] + layer_scale * j/4 );
-               tc = tl[i]->get( (j+1)*2 );
-                sgSetVec2( tc, base[0] + layer_scale * i/4,
-                               base[1] + layer_scale * (j+1)/4 );
-            }
-            tc = tl[i]->get( 9 );
-            sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
-                           base[1] + layer_scale );
-        }
+        setTextureOffset(base);
         last_lon = lon;
         last_lat = lat;
     }
 
+//     layer3D->reposition( p, up, lon, lat, alt, dt, direction, speed);
     return true;
 }
-
-
-void SGCloudLayer::draw() {
-    if ( layer_coverage != SG_CLOUD_CLEAR ) {
-        ssgCullAndDraw( layer_root );
-    }
-}
-
-
-// make an ssgSimpleState for a cloud layer given the named texture
-ssgSimpleState *sgCloudMakeState( const string &path ) {
-    ssgSimpleState *state = new ssgSimpleState();
-
-    cout << " texture = " << path << endl;
-
-    state->setTexture( (char *)path.c_str() );
-    state->setShadeModel( GL_SMOOTH );
-    state->disable( GL_LIGHTING );
-    state->disable( GL_CULL_FACE );
-    state->enable( GL_TEXTURE_2D );
-    state->enable( GL_COLOR_MATERIAL );
-    state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
-    state->setMaterial( GL_EMISSION, 0.05, 0.05, 0.05, 0.0 );
-    state->setMaterial( GL_AMBIENT, 0.2, 0.2, 0.2, 0.0 );
-    state->setMaterial( GL_DIFFUSE, 0.5, 0.5, 0.5, 0.0 );
-    state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
-    state->enable( GL_BLEND );
-    state->enable( GL_ALPHA_TEST );
-    state->setAlphaClamp( 0.01 );
-
-    // ref() the state so it doesn't get deleted if the last layer of
-    // it's type is deleted.
-    state->ref();
-
-    return state;
-}