]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/cloud.cxx
Added some OSG headers for the correct evaluation of the OSG_VERSION_LESS_THAN macro.
[simgear.git] / simgear / scene / sky / cloud.cxx
index 4a8c1aea3b0279e2b1cf1117b51e98d152e27839..db5bd09d0b310891e763d93b02bfb902414821fa 100644 (file)
@@ -18,7 +18,6 @@
 // along with this program; if not, write to the Free Software
 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
-// $Id$
 
 #ifdef HAVE_CONFIG_H
 #  include <simgear_config.h>
 
 #include <math.h>
 
+#include <simgear/structure/OSGVersion.hxx>
 #include <osg/AlphaFunc>
 #include <osg/BlendFunc>
+#include <osg/CullFace>
 #include <osg/Geode>
 #include <osg/Geometry>
 #include <osg/Material>
 #include <osg/TexEnv>
 #include <osg/TexEnvCombine>
 #include <osg/Texture2D>
-#include <osg/TextureCubeMap>
 #include <osg/TexMat>
+#include <osg/Fog>
 
 #include <simgear/math/sg_random.h>
-#include <simgear/misc/PathOptions.hxx>
+#include <simgear/scene/util/SGReaderWriterOptions.hxx>
 #include <simgear/debug/logstream.hxx>
 #include <simgear/scene/model/model.hxx>
 #include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/OsgMath.hxx>
 #include <simgear/scene/util/StateAttributeFactory.hxx>
-#include <simgear/math/polar3d.hxx>
+#include <simgear/screen/extensions.hxx>
 
 #include "newcloud.hxx"
 #include "cloudfield.hxx"
 #include "cloud.hxx"
 
 using namespace simgear;
-#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
+using namespace osg;
 
 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;
+const std::string SGCloudLayer::SG_CLOUD_OVERCAST_STRING = "overcast";
+const std::string SGCloudLayer::SG_CLOUD_BROKEN_STRING = "broken";
+const std::string SGCloudLayer::SG_CLOUD_SCATTERED_STRING = "scattered";
+const std::string SGCloudLayer::SG_CLOUD_FEW_STRING = "few";
+const std::string SGCloudLayer::SG_CLOUD_CIRRUS_STRING = "cirrus";
+const std::string SGCloudLayer::SG_CLOUD_CLEAR_STRING = "clear";
 
 // make an StateSet for a cloud layer given the named texture
 static osg::StateSet*
@@ -86,47 +77,24 @@ SGMakeState(const SGPath &path, const char* colorTexture,
 {
     osg::StateSet *stateSet = new osg::StateSet;
 
-    osg::ref_ptr<osgDB::ReaderWriter::Options> options
-        = makeOptionsFromPath(path);
+    osg::ref_ptr<SGReaderWriterOptions> options;
+    options = SGReaderWriterOptions::fromPath(path.str());
     stateSet->setTextureAttribute(0, SGLoadTexture2D(colorTexture,
                                                      options.get()));
     stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
     StateAttributeFactory* attribFactory = StateAttributeFactory::instance();
     stateSet->setAttributeAndModes(attribFactory->getSmoothShadeModel());
     stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
-    stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
     stateSet->setAttributeAndModes(attribFactory->getStandardAlphaFunc());
     stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc());
-
-//     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 ) :
+    cloud_root(new osg::Switch),
     layer_root(new osg::Switch),
     group_top(new osg::Group),
     group_bottom(new osg::Group),
@@ -137,23 +105,26 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
     layer_asl(0.0),
     layer_thickness(0.0),
     layer_transition(0.0),
+    layer_visibility(25.0),
     layer_coverage(SG_CLOUD_CLEAR),
     scale(4000.0),
     speed(0.0),
     direction(0.0),
-    last_lon(0.0),
-    last_lat(0.0)
+    last_course(0.0),
+    max_alpha(1.0)
 {
     // XXX
     // Render bottoms before the rest of transparent objects (rendered
     // in bin 10), tops after. The negative numbers on the bottoms
     // RenderBins and the positive numbers on the tops enforce this
     // order.
+  cloud_root->addChild(layer_root.get(), true);
   layer_root->addChild(group_bottom.get());
   layer_root->addChild(group_top.get());
   osg::StateSet *rootSet = layer_root->getOrCreateStateSet();
   rootSet->setRenderBinDetails(CLOUDS_BIN, "DepthSortedBin");
   rootSet->setTextureAttribute(0, new osg::TexMat);
+  rootSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
   // Combiner for fog color and cloud alpha
   osg::TexEnvCombine* combine0 = new osg::TexEnvCombine;
   osg::TexEnvCombine* combine1 = new osg::TexEnvCombine;
@@ -187,12 +158,16 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
                                        osg::StateAttribute::ON);
   rootSet->setDataVariance(osg::Object::DYNAMIC);
 
+  // Ensure repeatability of the random seed within 10 minutes,
+  // to keep multi-computer systems in sync.
+  sg_srandom_time_10();
   base = osg::Vec2(sg_random(), sg_random());
-
   group_top->addChild(layer_transform.get());
   group_bottom->addChild(layer_transform.get());
 
-  layer3D = new SGCloudField;
+  layer3D = new SGCloudField();
+  cloud_root->addChild(layer3D->getNode(), false);
+
   rebuild();
 }
 
@@ -248,6 +223,18 @@ SGCloudLayer::setThickness_m (float thickness_m)
     layer_thickness = thickness_m;
 }
 
+float
+SGCloudLayer::getVisibility_m() const
+{
+    return layer_visibility;
+}
+
+void
+SGCloudLayer::setVisibility_m (float visibility_m)
+{
+    layer_visibility = visibility_m;
+}
+
 float
 SGCloudLayer::getTransition_m () const
 {
@@ -275,6 +262,56 @@ SGCloudLayer::setCoverage (Coverage coverage)
     }
 }
 
+const std::string &
+SGCloudLayer::getCoverageString( Coverage coverage )
+{
+       switch( coverage ) {
+               case SG_CLOUD_OVERCAST:
+                       return SG_CLOUD_OVERCAST_STRING;
+               case SG_CLOUD_BROKEN:
+                       return SG_CLOUD_BROKEN_STRING;
+               case SG_CLOUD_SCATTERED:
+                       return SG_CLOUD_SCATTERED_STRING;
+               case SG_CLOUD_FEW:
+                       return SG_CLOUD_FEW_STRING;
+               case SG_CLOUD_CIRRUS:
+                       return SG_CLOUD_CIRRUS_STRING;
+               case SG_CLOUD_CLEAR:
+               default:
+                       return SG_CLOUD_CLEAR_STRING;
+       }
+}
+
+SGCloudLayer::Coverage
+SGCloudLayer::getCoverageType( const std::string & coverage )
+{
+       if( SG_CLOUD_OVERCAST_STRING == coverage ) {
+               return SG_CLOUD_OVERCAST;
+       } else if( SG_CLOUD_BROKEN_STRING == coverage ) {
+               return SG_CLOUD_BROKEN;
+       } else if( SG_CLOUD_SCATTERED_STRING == coverage ) {
+               return SG_CLOUD_SCATTERED;
+       } else if( SG_CLOUD_FEW_STRING == coverage ) {
+               return SG_CLOUD_FEW;
+       } else if( SG_CLOUD_CIRRUS_STRING == coverage ) {
+               return SG_CLOUD_CIRRUS;
+       } else {
+               return SG_CLOUD_CLEAR;
+       }
+}
+
+const std::string &
+SGCloudLayer::getCoverageString() const
+{
+       return getCoverageString(layer_coverage);
+}
+
+void
+SGCloudLayer::setCoverageString( const std::string & coverage )
+{
+       setCoverage( getCoverageType(coverage) );
+}
+
 void
 SGCloudLayer::setTextureOffset(const osg::Vec2& offset)
 {
@@ -286,187 +323,73 @@ SGCloudLayer::setTextureOffset(const osg::Vec2& offset)
     texMat->setMatrix(osg::Matrix::translate(offset[0], offset[1], 0.0));
 }
 
+// colors for debugging the cloud layers
+#ifdef CLOUD_DEBUG
+Vec3 cloudColors[] = {Vec3(1.0f, 1.0f, 1.0f), Vec3(1.0f, 0.0f, 0.0f),
+                      Vec3(0.0f, 1.0f, 0.0f), Vec3(0.0f, 0.0f, 1.0f)};
+#else
+Vec3 cloudColors[] = {Vec3(1.0f, 1.0f, 1.0f), Vec3(1.0f, 1.0f, 1.0f),
+                      Vec3(1.0f, 1.0f, 1.0f), Vec3(1.0f, 1.0f, 1.0f)};
+#endif
+
 // build the cloud object
 void
 SGCloudLayer::rebuild()
 {
     // Initialize states and sizes if necessary.
-    if ( !state_initialized ) { 
+    if ( !state_initialized ) {
         state_initialized = true;
 
         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.png", "overcast_n.png");
         layer_states[SG_CLOUD_OVERCAST] = state;
         state = SGMakeState(texture_path, "overcast_top.png", "overcast_top_n.png");
         layer_states2[SG_CLOUD_OVERCAST] = state;
-        
+
         state = SGMakeState(texture_path, "broken.png", "broken_n.png");
         layer_states[SG_CLOUD_BROKEN] = state;
         layer_states2[SG_CLOUD_BROKEN] = state;
-        
+
         state = SGMakeState(texture_path, "scattered.png", "scattered_n.png");
         layer_states[SG_CLOUD_SCATTERED] = state;
         layer_states2[SG_CLOUD_SCATTERED] = state;
-        
+
         state = SGMakeState(texture_path, "few.png", "few_n.png");
         layer_states[SG_CLOUD_FEW] = state;
         layer_states2[SG_CLOUD_FEW] = state;
-        
+
         state = SGMakeState(texture_path, "cirrus.png", "cirrus_n.png");
         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();
+#if 1
+        // experimental optimization that may not make any difference
+        // at all :/
+        osg::CopyOp copyOp;
+        for (int i = 0; i < SG_MAX_CLOUD_COVERAGES; ++i) {
+            StateAttributeFactory *saf = StateAttributeFactory::instance();
+            if (layer_states[i].valid()) {
+                if (layer_states[i] == layer_states2[i])
+                    layer_states2[i] = static_cast<osg::StateSet*>(layer_states[i]->clone(copyOp));
+                layer_states[i]->setAttribute(saf ->getCullFaceFront());
+                layer_states2[i]->setAttribute(saf ->getCullFaceBack());
+            }
+        }
+#endif
     }
 
     scale = 4000.0;
-    last_lon = last_lat = -999.0f;
 
     setTextureOffset(base);
     // build the cloud layer
     const float layer_scale = layer_span / scale;
     const float mpi = SG_PI/4;
-    
-    // caclculate the difference between a flat-earth model and 
+
+    // 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.
@@ -475,70 +398,69 @@ SGCloudLayer::rebuild()
     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);
-      
+      osg::Vec4 color(cloudColors[0], (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)) ?  
+        color = osg::Vec4(cloudColors[0],
+                          ( (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,
+        color = osg::Vec4(cloudColors[0],
                           ((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, 
+
+      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 );
-      
+
+      color = osg::Vec4(cloudColors[0], (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->setColorArray(cl[i].get(), osg::Array::BIND_PER_VERTEX);
+      geometry->setTexCoordArray(0, tl[i].get(), osg::Array::BIND_PER_VERTEX);
       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());
@@ -546,7 +468,7 @@ SGCloudLayer::rebuild()
       layer[i]->addDrawable(geometry);
       layer_transform->addChild(layer[i].get());
     }
-    
+
     //OSGFIXME: true
     if ( layer_states[layer_coverage].valid() ) {
       osg::CopyOp copyOp;    // shallow copy
@@ -554,272 +476,22 @@ SGCloudLayer::rebuild()
       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 = static_cast<osg::StateSet*>(layer_states[layer_coverage]->clone(copyOp));
       stateSet->setDataVariance(osg::Object::DYNAMIC);
       group_bottom->setStateSet(stateSet);
     }
 }
 
-#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 ) );
-            }
-
-            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 ];
-            }
-
-            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 );
-
-                    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 );
-
-            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( const SGVec3f& fog_color ) {
-    osg::Vec4f combineColor(fog_color.osg(), cloud_alpha);
+    osg::Vec4f combineColor(toOsg(fog_color), cloud_alpha);
     osg::TexEnvCombine* combiner
         = dynamic_cast<osg::TexEnvCombine*>(layer_root->getStateSet()
                                             ->getTextureAttribute(1, osg::StateAttribute::TEXENV));
     combiner->setConstantColor(combineColor);
+
+    // Set the fog color for the 3D clouds too.
+    //cloud3dfog->setColor(combineColor);
     return true;
 }
 
@@ -828,145 +500,162 @@ bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
 // 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( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
-                              double alt, double dt )
+bool SGCloudLayer::reposition( const SGVec3f& p,
+                               const SGVec3f& up,
+                               double lon,
+                               double lat,
+                               double alt,
+                               double dt )
 {
-    // combine p and asl (meters) to get translation offset
-    osg::Vec3 asl_offset(up.osg());
-    asl_offset.normalize();
-    if ( alt <= layer_asl ) {
-        asl_offset *= layer_asl;
-    } else {
-        asl_offset *= layer_asl + layer_thickness;
-    }
 
-    // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
-    //      << "," << asl_offset[2] << endl;
-    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();
-    T.makeTranslate( asl_offset );
-
-    // printf("  Translated to %.2f %.2f %.2f\n", 
-    //        zero_elev.x, zero_elev.y, zero_elev.z );
-
-    // Rotate to proper orientation
-    // printf("  lon = %.2f  lat = %.2f\n", 
-    //        lon * SGD_RADIANS_TO_DEGREES,
-    //        lat * SGD_RADIANS_TO_DEGREES);
-    LON.makeRotate(lon, osg::Vec3(0, 0, 1));
-
-    // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
-    //             0.0, 1.0, 0.0 );
-    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!
-    group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
-                                                     "RenderBin");
-    group_top->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();
-    }
-        
+    if (getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR)
+    {
+        // combine p and asl (meters) to get translation offset
+        osg::Vec3 asl_offset(toOsg(up));
+        asl_offset.normalize();
+        if ( alt <= layer_asl ) {
+            asl_offset *= layer_asl;
+        } else {
+            asl_offset *= layer_asl + layer_thickness;
+        }
 
-    // now calculate update texture coordinates
-    if ( last_lon < -900 ) {
-        last_lon = lon;
-        last_lat = lat;
-    }
+        // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
+        //      << "," << asl_offset[2] << endl;
+        asl_offset += toOsg(p);
+        // 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();
+        T.makeTranslate( asl_offset );
+
+        // printf("  Translated to %.2f %.2f %.2f\n",
+        //        zero_elev.x, zero_elev.y, zero_elev.z );
+
+        // Rotate to proper orientation
+        // printf("  lon = %.2f  lat = %.2f\n",
+        //        lon * SGD_RADIANS_TO_DEGREES,
+        //        lat * SGD_RADIANS_TO_DEGREES);
+        LON.makeRotate(lon, osg::Vec3(0, 0, 1));
+
+        // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
+        //             0.0, 1.0, 0.0 );
+        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!
+        group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
+                                                         "RenderBin");
+        group_top->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();
+        }
 
-    double sp_dist = speed*dt;
 
-    if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) {
-        Point3D start( last_lon, last_lat, 0.0 );
-        Point3D dest( lon, lat, 0.0 );
-        double course = 0.0, dist = 0.0;
+        // now calculate update texture coordinates
+        SGGeod pos = SGGeod::fromRad(lon, lat);
+        if ( last_pos == SGGeod() ) {
+            last_pos = pos;
+        }
 
-        calc_gc_course_dist( dest, start, &course, &dist );
-        // cout << "course = " << course << ", dist = " << dist << endl;
+        double sp_dist = speed*dt;
 
-        // 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;
+        if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) {
+            double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS,
+                dist = SGGeodesy::distanceM(last_pos, pos);
 
-        if (dist > 0.0) {
-            ax = cos(course) * dist;
-            ay = sin(course) * dist;
-        }
+            // 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;
+            }
 
-        if (sp_dist > 0) {
-            bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
-            by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
-        }
+            // calculate cloud movement due to external forces
+            double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
+
+            if (dist > 0.0) {
+                ax = -cos(course) * dist;
+                ay = sin(course) * dist;
+            }
 
+            if (sp_dist > 0) {
+                bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
+                by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
+            }
 
-        double xoff = (ax + bx) / (2 * scale);
-        double yoff = (ay + by) / (2 * scale);
 
-        const float layer_scale = layer_span / scale;
+            double xoff = (ax + bx) / (2 * scale);
+            double yoff = (ay + by) / (2 * scale);
 
-        // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
-        base[0] += xoff;
 
-        // the while loops can lead to *long* pauses if base[0] comes
-        // with a bogus value.
-        // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
-        // while ( base[0] < 0.0 ) { base[0] += 1.0; }
-        if ( base[0] > -10.0 && base[0] < 10.0 ) {
-            base[0] -= (int)base[0];
-        } else {
-            SG_LOG(SG_ASTRO, SG_DEBUG,
-                "Error: base = " << base[0] << "," << base[1] <<
-                " course = " << course << " dist = " << dist );
-            base[0] = 0.0;
-        }
+    //        const float layer_scale = layer_span / scale;
 
-        base[1] += yoff;
-        // the while loops can lead to *long* pauses if base[0] comes
-        // with a bogus value.
-        // 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];
-        } else {
-            SG_LOG(SG_ASTRO, SG_DEBUG,
+            // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+            base[0] += xoff;
+
+            // the while loops can lead to *long* pauses if base[0] comes
+            // with a bogus value.
+            // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
+            // while ( base[0] < 0.0 ) { base[0] += 1.0; }
+            if ( base[0] > -10.0 && base[0] < 10.0 ) {
+                base[0] -= (int)base[0];
+            } else {
+                SG_LOG(SG_ASTRO, SG_DEBUG,
                     "Error: base = " << base[0] << "," << base[1] <<
                     " course = " << course << " dist = " << dist );
-            base[1] = 0.0;
-        }
+                base[0] = 0.0;
+            }
 
-        // cout << "base = " << base[0] << "," << base[1] << endl;
+            base[1] += yoff;
+            // the while loops can lead to *long* pauses if base[0] comes
+            // with a bogus value.
+            // 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];
+            } else {
+                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;
 
-        setTextureOffset(base);
-        last_lon = lon;
-        last_lat = lat;
+            setTextureOffset(base);
+            last_pos = pos;
+        }
     }
 
-//     layer3D->reposition( p, up, lon, lat, alt, dt, direction, speed);
+    layer3D->reposition( p, up, lon, lat, dt, layer_asl, speed, direction);
     return true;
 }
+
+void SGCloudLayer::set_enable3dClouds(bool enable) {
+
+    if (layer3D->isDefined3D() && enable) {
+        cloud_root->setChildValue(layer3D->getNode(), true);
+        cloud_root->setChildValue(layer_root.get(),   false);
+    } else {
+        cloud_root->setChildValue(layer3D->getNode(), false);
+        cloud_root->setChildValue(layer_root.get(),   true);
+    }
+}