]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/main.cxx
Roy Vegard Ovesen:
[flightgear.git] / src / Main / main.cxx
index cb2275da2b3e31c16efa5ade253fdc9489120546..103fb951bb3a4a55f8da7fdc8598790dfceb75aa 100644 (file)
@@ -2,7 +2,7 @@
 //
 // Written by Curtis Olson, started May 1997.
 //
-// Copyright (C) 1997 - 2002  Curtis L. Olson  - curt@flightgear.org
+// Copyright (C) 1997 - 2002  Curtis L. Olson  - http://www.flightgear.org/~curt
 //
 // This program is free software; you can redistribute it and/or
 // modify it under the terms of the GNU General Public License as
 #  include <float.h>
 #endif
 
-#include <plib/ssg.h>
-#include <plib/pu.h>
 #include <plib/netSocket.h>
 
-#include <simgear/screen/extensions.hxx>
-#include <simgear/scene/material/matlib.hxx>
 #include <simgear/props/props.hxx>
-#include <simgear/scene/sky/sky.hxx>
 #include <simgear/timing/sg_time.hxx>
-#include <simgear/scene/model/animation.hxx>
-#include <simgear/ephemeris/ephemeris.hxx>
-#include <simgear/scene/model/placement.hxx>
 #include <simgear/math/sg_random.h>
-#include <simgear/route/route.hxx>
+
+// Class refferences
+#include <simgear/ephemeris/ephemeris.hxx>
 #include <simgear/scene/model/modellib.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/model/animation.hxx>
+#include <simgear/scene/sky/sky.hxx>
+#include <Time/light.hxx>
+
 
-#ifdef FG_USE_CLOUDS_3D
-#  include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
-#  include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
-#endif
 
 #include <Include/general.hxx>
-#include <Scenery/tileentry.hxx>
-#include <Time/FGEventMgr.hxx>
-#include <Time/light.hxx>
-#include <Time/light.hxx>
-#include <Aircraft/aircraft.hxx>
-#include <Cockpit/panel.hxx>
 #include <Cockpit/cockpit.hxx>
-#include <Cockpit/radiostack.hxx>
 #include <Cockpit/hud.hxx>
 #include <Model/panelnode.hxx>
 #include <Model/modelmgr.hxx>
 #include <Model/acmodel.hxx>
 #include <Scenery/scenery.hxx>
 #include <Scenery/tilemgr.hxx>
+#include <Sound/beacon.hxx>
+#include <Sound/morse.hxx>
 #include <FDM/flight.hxx>
 #include <FDM/UIUCModel/uiuc_aircraftdir.h>
-#include <FDM/ADA.hxx>
+// #include <FDM/ADA.hxx>
 #include <ATC/ATCdisplay.hxx>
 #include <ATC/ATCmgr.hxx>
 #include <ATC/AIMgr.hxx>
-#include <Autopilot/newauto.hxx>
 #include <Replay/replay.hxx>
 #include <Time/tmp.hxx>
 #include <Time/fg_timer.hxx>
 #include <Environment/environment_mgr.hxx>
-
-#ifdef FG_NETWORK_OLK
-#include <NetworkOLK/network.h>
-#endif
+#include <GUI/new_gui.hxx>
 
 #ifdef FG_MPLAYER_AS
 #include <MultiPlayer/multiplaytxmgr.hxx>
 #include <MultiPlayer/multiplayrxmgr.hxx>
 #endif
 
-#include "splash.hxx"
+
+
 #include "fg_commands.hxx"
 #include "fg_io.hxx"
+#include "renderer.hxx"
+#include "splash.hxx"
 #include "main.hxx"
 
-float default_attenuation[3] = {1.0, 0.0, 0.0};
-ssgSelector *ship_sel=NULL;
-// upto 32 instances of a same object can be loaded.
-ssgTransform *ship_pos[32];
-double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
-int objc=0;
-ssgSelector *lightpoints_brightness = new ssgSelector;
-ssgTransform *lightpoints_transform = new ssgTransform;
-FGTileEntry *dummy_tile;
-sgVec3 rway_ols;
-// ADA
-// Clip plane settings...
-float scene_nearplane = 0.5f;
-float scene_farplane = 120000.0f;
-
-static double delta_time_sec = 0.0;
-
-glPointParameterfProc glPointParameterfPtr = 0;
-glPointParameterfvProc glPointParameterfvPtr = 0;
-bool glPointParameterIsSupported = false;
-
-
-#ifdef FG_WEATHERCM
-#  include <WeatherCM/FGLocalWeatherDatabase.h>
-#endif
+
+
+static double real_delta_time_sec = 0.0;
+double delta_time_sec = 0.0;
+
 
 #ifdef macintosh
 #  include <console.h>         // -dw- for command line dialog
 #endif
 
-FGEventMgr global_events;
-
 // This is a record containing a bit of global housekeeping information
 FGGeneral general;
 
 // Specify our current idle function state.  This is used to run all
-// our initializations out of the glutIdleLoop() so that we can get a
+// our initializations out of the idle callback so that we can get a
 // splash screen up and running right away.
-static int idle_state = 0;
-static long global_multi_loop;
-
-// fog constants.  I'm a little nervous about putting actual code out
-// here but it seems to work (?)
-static const double m_log01 = -log( 0.01 );
-static const double sqrt_m_log01 = sqrt( m_log01 );
-static GLfloat fog_exp_density;
-static GLfloat fog_exp2_density;
-static GLfloat rwy_exp2_punch_through;
-static GLfloat taxi_exp2_punch_through;
-static GLfloat ground_exp2_punch_through;
-
-#ifdef FG_NETWORK_OLK
-ssgSelector *fgd_sel = NULL;
-ssgTransform *fgd_pos = NULL;
-#endif
-
-// Sky structures
-SGSky *thesky;
-
-#ifdef FG_USE_CLOUDS_3D
-  SkySceneLoader *sgClouds3d;
-  bool _bcloud_orig = true;
-#endif
-
-// hack
-sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
-{
-  {  1.0f,  0.0f,  0.0f,  0.0f },
-  {  0.0f,  0.0f, -1.0f,  0.0f },
-  {  0.0f,  1.0f,  0.0f,  0.0f },
-  {  0.0f,  0.0f,  0.0f,  1.0f }
-};
-
-// The following defines flightgear options. Because glutlib will also
-// want to parse its own options, those options must not be included here
-// or they will get parsed by the main program option parser. Hence case
-// is significant for any option added that might be in conflict with
-// glutlib's parser.
-//
-// glutlib parses for:
-//    -display
-//    -direct   (invalid in Win32)
-//    -geometry
-//    -gldebug
-//    -iconized
-//    -indirect (invalid in Win32)
-//    -synce
-//
-// Note that glutlib depends upon strings while this program's
-// option parser wants only initial characters followed by numbers
-// or pathnames.
-//
-
-
-ssgSimpleState *cloud3d_imposter_state;
-ssgSimpleState *default_state;
-ssgSimpleState *hud_and_panel;
-ssgSimpleState *menus;
+int idle_state = 0;
+long global_multi_loop;
 
 SGTimeStamp last_time_stamp;
 SGTimeStamp current_time_stamp;
 
+// The atexit() functio handler should know when the graphical subsystem
+// is initialized.
+extern int _bootstrap_OSInit;
 
-void fgBuildRenderStates( void ) {
-    default_state = new ssgSimpleState;
-    default_state->ref();
-    default_state->disable( GL_TEXTURE_2D );
-    default_state->enable( GL_CULL_FACE );
-    default_state->enable( GL_COLOR_MATERIAL );
-    default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
-    default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
-    default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
-    default_state->disable( GL_BLEND );
-    default_state->disable( GL_ALPHA_TEST );
-    default_state->disable( GL_LIGHTING );
-
-    cloud3d_imposter_state = new ssgSimpleState;
-    cloud3d_imposter_state->ref();
-    cloud3d_imposter_state->enable( GL_TEXTURE_2D );
-    cloud3d_imposter_state->enable( GL_CULL_FACE );
-    cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
-    cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
-    cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
-    cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
-    cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
-    cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
-    cloud3d_imposter_state->enable( GL_BLEND );
-    cloud3d_imposter_state->enable( GL_ALPHA_TEST );
-    cloud3d_imposter_state->disable( GL_LIGHTING );
-
-    hud_and_panel = new ssgSimpleState;
-    hud_and_panel->ref();
-    hud_and_panel->disable( GL_CULL_FACE );
-    hud_and_panel->disable( GL_TEXTURE_2D );
-    hud_and_panel->disable( GL_LIGHTING );
-    hud_and_panel->enable( GL_BLEND );
-
-    menus = new ssgSimpleState;
-    menus->ref();
-    menus->disable( GL_CULL_FACE );
-    menus->disable( GL_TEXTURE_2D );
-    menus->enable( GL_BLEND );
-}
-
-
-// fgInitVisuals() -- Initialize various GL/view parameters
-void fgInitVisuals( void ) {
-    fgLIGHT *l;
-
-    l = &cur_light_params;
-
-#ifndef GLUT_WRONG_VERSION
-    // Go full screen if requested ...
-    if ( fgGetBool("/sim/startup/fullscreen") ) {
-        glutFullScreen();
-    }
-#endif
-
-    // If enabled, normal vectors specified with glNormal are scaled
-    // to unit length after transformation.  Enabling this has
-    // performance implications.  See the docs for glNormal.
-    // glEnable( GL_NORMALIZE );
-
-    glEnable( GL_LIGHTING );
-    glEnable( GL_LIGHT0 );
-    // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );  // done later with ssg
-
-    sgVec3 sunpos;
-    sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
-    ssgGetLight( 0 ) -> setPosition( sunpos );
-
-    glFogi (GL_FOG_MODE, GL_EXP2);
-    if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) || 
-         (!fgGetBool("/sim/rendering/shading"))) {
-        // if fastest fog requested, or if flat shading force fastest
-        glHint ( GL_FOG_HINT, GL_FASTEST );
-    } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
-        glHint ( GL_FOG_HINT, GL_NICEST );
-    }
-    if ( fgGetBool("/sim/rendering/wireframe") ) {
-        // draw wire frame
-        glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-    }
-
-    // This is the default anyways, but it can't hurt
-    glFrontFace ( GL_CCW );
-
-    // Just testing ...
-    // glEnable(GL_POINT_SMOOTH);
-    // glEnable(GL_LINE_SMOOTH);
-    // glEnable(GL_POLYGON_SMOOTH);      
-}
-
-
-// For HiRes screen Dumps using Brian Pauls TR Library
-void trRenderFrame( void ) {
-
-    if ( fgPanelVisible() ) {
-        GLfloat height = fgGetInt("/sim/startup/ysize");
-        GLfloat view_h =
-            (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
-            * (height / 768.0) + 1;
-        glTranslatef( 0.0, view_h, 0.0 );
-    }
-
-    static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
-    static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
-    fgLIGHT *l = &cur_light_params;
-
-    glClearColor(l->adj_fog_color[0], l->adj_fog_color[1], 
-                 l->adj_fog_color[2], l->adj_fog_color[3]);
-
-    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
-    // set the opengl state to known default values
-    default_state->force();
-
-    glEnable( GL_FOG );
-    glFogf  ( GL_FOG_DENSITY, fog_exp2_density);
-    glFogi  ( GL_FOG_MODE,    GL_EXP2 );
-    glFogfv ( GL_FOG_COLOR,   l->adj_fog_color );
-
-    // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
-    // we only update GL_AMBIENT for our lights we will never get
-    // a completely dark scene.  So, we set GL_LIGHT_MODEL_AMBIENT
-    // explicitely to black.
-    glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
-    glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
-
-    ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
-
-    // texture parameters
-    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
-    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
-    // we need a white diffuse light for the phase of the moon
-    ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
-    thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
-
-    // draw the ssg scene
-    // return to the desired diffuse color
-    ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
-    glEnable( GL_DEPTH_TEST );
-    ssgSetNearFar( scene_nearplane, scene_farplane );
-    ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-
-    // draw the lights
-    glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
-    ssgSetNearFar( scene_nearplane, scene_farplane );
-    ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-
-    ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-
-    if (fgGetBool("/environment/clouds/status"))
-        thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
-
-    globals->get_model_mgr()->draw();
-    globals->get_aircraft_model()->draw();
-}
-
-
-// Update all Visuals (redraws anything graphics related)
-void fgRenderFrame() {
-    bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
-    bool skyblend = fgGetBool("/sim/rendering/skyblend");
-    bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
-    bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
-
-    GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
-    GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
-    // Process/manage pending events
-    global_events.update( delta_time_sec );
-
-    // static const SGPropertyNode *longitude
-    //     = fgGetNode("/position/longitude-deg");
-    // static const SGPropertyNode *latitude
-    //     = fgGetNode("/position/latitude-deg");
-    // static const SGPropertyNode *altitude
-    //     = fgGetNode("/position/altitude-ft");
-    static const SGPropertyNode *groundlevel_nearplane
-        = fgGetNode("/sim/current-view/ground-level-nearplane-m");
-
-    // Update the default (kludged) properties.
-    fgUpdateProps();
-
-    FGViewer *current__view = globals->get_current_view();
-
-    fgLIGHT *l = &cur_light_params;
-    static double last_visibility = -9999;
-
-    // update fog params
-    double actual_visibility;
-    if (fgGetBool("/environment/clouds/status"))
-        actual_visibility = thesky->get_visibility();
-    else
-        actual_visibility = fgGetDouble("/environment/visibility-m");
-    if ( actual_visibility != last_visibility ) {
-        last_visibility = actual_visibility;
-
-        fog_exp_density = m_log01 / actual_visibility;
-        fog_exp2_density = sqrt_m_log01 / actual_visibility;
-        ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
-        if ( actual_visibility < 8000 ) {
-            rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
-            taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
-        } else {
-            rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
-            taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
-        }
-    }
-
-    // double angle;
-    // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
-    // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-    // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
-    // GLfloat mat_shininess[] = { 10.0 };
-    GLbitfield clear_mask;
-
-    if ( idle_state != 1000 ) {
-        // still initializing, draw the splash screen
-        if ( fgGetBool("/sim/startup/splash-screen") ) {
-            fgSplashUpdate(0.0, 1.0);
-        }
-        // Keep resetting sim time while the sim is initializing
-        globals->set_sim_time_sec( 0.0 );
-        SGAnimation::set_sim_time_sec( 0.0 );
-    } else {
-        // idle_state is now 1000 meaning we've finished all our
-        // initializations and are running the main loop, so this will
-        // now work without seg faulting the system.
-
-        // calculate our current position in cartesian space
-        globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
-
-        // update view port
-        fgReshape( fgGetInt("/sim/startup/xsize"),
-                   fgGetInt("/sim/startup/ysize") );
-
-        if ( fgGetBool("/sim/rendering/clouds3d") ) {
-            glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
-            cloud3d_imposter_state->force();
-            glDisable( GL_FOG );
-            glColor4f( 1.0, 1.0, 1.0, 1.0 );
-            glEnable(GL_DEPTH_TEST);
-            glEnable(GL_BLEND);
-            glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
-#ifdef FG_USE_CLOUDS_3D
-            if ( _bcloud_orig ) {
-                Point3D c = globals->get_scenery()->get_center();
-                sgClouds3d->Set_Cloud_Orig( &c );
-                _bcloud_orig = false;
-            }
-            sgClouds3d->Update( current__view->get_absolute_view_pos() );
-#endif
-            glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-            glDisable(GL_DEPTH_TEST);
-        }
-
-        clear_mask = GL_DEPTH_BUFFER_BIT;
-        if ( fgGetBool("/sim/rendering/wireframe") ) {
-            clear_mask |= GL_COLOR_BUFFER_BIT;
-        }
-
-        if ( skyblend ) {
-            if ( fgGetBool("/sim/rendering/textures") ) {
-            // glClearColor(black[0], black[1], black[2], black[3]);
-            glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
-                         l->adj_fog_color[2], l->adj_fog_color[3]);
-            clear_mask |= GL_COLOR_BUFFER_BIT;
-            }
-        } else {
-            glClearColor(l->sky_color[0], l->sky_color[1],
-                     l->sky_color[2], l->sky_color[3]);
-            clear_mask |= GL_COLOR_BUFFER_BIT;
-        }
-        glClear( clear_mask );
-
-        // Tell GL we are switching to model view parameters
-
-        // I really should create a derived ssg node or use a call
-        // back or something so that I can draw the sky within the
-        // ssgCullAndDraw() function, but for now I just mimic what
-        // ssg does to set up the model view matrix
-        glMatrixMode(GL_MODELVIEW);
-        glLoadIdentity();
-        ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
-
-        // set the opengl state to known default values
-        default_state->force();
-
-        // update fog params if visibility has changed
-        double visibility_meters = fgGetDouble("/environment/visibility-m");
-        thesky->set_visibility(visibility_meters);
-
-        thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
-                            ( global_multi_loop * fgGetInt("/sim/speed-up") )
-                            / (double)fgGetInt("/sim/model-hz") );
-
-        // Set correct opengl fog density
-        glFogf (GL_FOG_DENSITY, fog_exp2_density);
-
-        // update the sky dome
-        if ( skyblend ) {
-            /*
-             SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
-             << cur_light_params.sky_color[0] << " "
-             << cur_light_params.sky_color[1] << " "
-             << cur_light_params.sky_color[2] << " "
-             << cur_light_params.sky_color[3] );
-            SG_LOG( SG_GENERAL, SG_BULK, "    fog = "
-             << cur_light_params.fog_color[0] << " "
-             << cur_light_params.fog_color[1] << " "
-             << cur_light_params.fog_color[2] << " "
-             << cur_light_params.fog_color[3] ); 
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "    sun_angle = " << cur_light_params.sun_angle
-             << "    moon_angle = " << cur_light_params.moon_angle );
-            */
-
-            static SGSkyColor scolor;
-
-            scolor.sky_color   = cur_light_params.sky_color;
-            scolor.fog_color   = cur_light_params.adj_fog_color;
-            scolor.cloud_color = cur_light_params.cloud_color;
-            scolor.sun_angle   = cur_light_params.sun_angle;
-            scolor.moon_angle  = cur_light_params.moon_angle;
-            scolor.nplanets    = globals->get_ephem()->getNumPlanets();
-            scolor.nstars      = globals->get_ephem()->getNumStars();
-            scolor.planet_data = globals->get_ephem()->getPlanets();
-            scolor.star_data   = globals->get_ephem()->getStars();
-
-            thesky->repaint( scolor );
-
-            /*
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "thesky->reposition( view_pos = " << view_pos[0] << " "
-             << view_pos[1] << " " << view_pos[2] );
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "    zero_elev = " << zero_elev[0] << " "
-             << zero_elev[1] << " " << zero_elev[2]
-             << " lon = " << cur_fdm_state->get_Longitude()
-             << " lat = " << cur_fdm_state->get_Latitude() );
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "    sun_rot = " << cur_light_params.sun_rotation
-             << " gst = " << SGTime::cur_time_params->getGst() );
-            SG_LOG( SG_GENERAL, SG_BULK,
-                 "    sun ra = " << globals->get_ephem()->getSunRightAscension()
-              << " sun dec = " << globals->get_ephem()->getSunDeclination()
-              << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
-              << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
-            */
-
-            // The sun and moon distances are scaled down versions
-            // of the actual distance to get both the moon and the sun
-            // within the range of the far clip plane.
-            // Moon distance:    384,467 kilometers
-            // Sun distance: 150,000,000 kilometers
-            double sun_horiz_eff, moon_horiz_eff;
-            if (fgGetBool("/sim/rendering/horizon-effect")) {
-            sun_horiz_eff = 0.67+pow(0.5+cos(cur_light_params.sun_angle*2)/2,0.33)/3;
-            moon_horiz_eff = 0.67+pow(0.5+cos(cur_light_params.moon_angle*2)/2,0.33)/3;
-            } else {
-               sun_horiz_eff = moon_horiz_eff = 1.0;
-            }
-
-            static SGSkyState sstate;
-
-            sstate.view_pos  = current__view->get_view_pos();
-            sstate.zero_elev = current__view->get_zero_elev();
-            sstate.view_up   = current__view->get_world_up();
-            sstate.lon       = current__view->getLongitude_deg()
-                                * SGD_DEGREES_TO_RADIANS;
-            sstate.lat       = current__view->getLatitude_deg()
-                                * SGD_DEGREES_TO_RADIANS;
-            sstate.alt       = current__view->getAltitudeASL_ft()
-                                * SG_FEET_TO_METER;
-            sstate.spin      = cur_light_params.sun_rotation;
-            sstate.gst       = globals->get_time_params()->getGst();
-            sstate.sun_ra    = globals->get_ephem()->getSunRightAscension();
-            sstate.sun_dec   = globals->get_ephem()->getSunDeclination();
-            sstate.sun_dist  = 50000.0 * sun_horiz_eff;
-            sstate.moon_ra   = globals->get_ephem()->getMoonRightAscension();
-            sstate.moon_dec  = globals->get_ephem()->getMoonDeclination();
-            sstate.moon_dist = 40000.0 * moon_horiz_eff;
-
-            thesky->reposition( sstate, delta_time_sec );
-        }
-
-        glEnable( GL_DEPTH_TEST );
-        if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
-            glEnable( GL_FOG );
-            glFogi( GL_FOG_MODE, GL_EXP2 );
-            glFogfv( GL_FOG_COLOR, l->adj_fog_color );
-        }
-
-        // set sun/lighting parameters
-        ssgGetLight( 0 ) -> setPosition( l->sun_vec );
-
-        // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
-        // we only update GL_AMBIENT for our lights we will never get
-        // a completely dark scene.  So, we set GL_LIGHT_MODEL_AMBIENT
-        // explicitely to black.
-        glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
-
-        ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
-        ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
-        ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular );
-
-        // texture parameters
-        // glEnable( GL_TEXTURE_2D );
-        glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
-        glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
-        // glMatrixMode( GL_PROJECTION );
-        // glLoadIdentity();
-        ssgSetFOV( current__view->get_h_fov(),
-                   current__view->get_v_fov() );
-
-        double agl =
-            current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
-            - globals->get_scenery()->get_cur_elev();
-
-        if ( agl > 10.0 ) {
-            scene_nearplane = 10.0f;
-            scene_farplane = 120000.0f;
-        } else {
-            scene_nearplane = groundlevel_nearplane->getDoubleValue();
-            scene_farplane = 120000.0f;
-        }
-
-        ssgSetNearFar( scene_nearplane, scene_farplane );
-
-        // $$$ begin - added VS Renganthan 17 Oct 2K
-        if(objc)
-          fgUpdateDCS();
-        // $$$ end - added VS Renganthan 17 Oct 2K
-
-# ifdef FG_NETWORK_OLK
-        if ( fgGetBool("/sim/networking/network-olk") ) {
-            sgCoord fgdpos;
-            other = head->next;             /* put listpointer to start  */
-            while ( other != tail) {        /* display all except myself */
-            if ( strcmp( other->ipadr, fgd_mcp_ip) != 0) {
-                other->fgd_sel->select(1);
-                sgSetCoord( &fgdpos, other->sgFGD_COORD );
-                other->fgd_pos->setTransform( &fgdpos );
-            }
-            other = other->next;
-            }
-
-            // fgd_sel->select(1);
-            // sgCopyMat4( sgTUX, current_view.sgVIEW);
-            // sgCoord fgdpos;
-            // sgSetCoord( &fgdpos, sgFGD_VIEW );
-            // fgd_pos->setTransform( &fgdpos);
-        }
-# endif
-
-#ifdef FG_MPLAYER_AS
-        // Update any multiplayer models
-        globals->get_multiplayer_rx_mgr()->Update();
-#endif
-
-        if ( draw_otw && skyblend )
-        {
-            // draw the sky backdrop
-
-            // we need a white diffuse light for the phase of the moon
-            ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
-
-            thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
-
-            // return to the desired diffuse color
-            ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
-
-            // FIXME: This should not be needed, but at this time (08/15/2003)
-            //        certain NVidia drivers don't seem to implement
-            //        fgPushAttrib(FG_FOG_BIT) properly. The result is that
-            //        there is not fog when looking at the sun.
-            glFogf ( GL_FOG_DENSITY, fog_exp2_density );
-        }
-
-        // draw the ssg scene
-        glEnable( GL_DEPTH_TEST );
-
-        ssgSetNearFar( scene_nearplane, scene_farplane );
-
-        if ( fgGetBool("/sim/rendering/wireframe") ) {
-            // draw wire frame
-            glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-        }
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-        }
-
-        // This is a bit kludgy.  Every 200 frames, do an extra
-        // traversal of the scene graph without drawing anything, but
-        // with the field-of-view set to 360x360 degrees.  This
-        // ensures that out-of-range random objects that are not in
-        // the current view frustum will still be freed properly.
-        static int counter = 0;
-        counter++;
-        if (counter == 200) {
-          sgFrustum f;
-          f.setFOV(360, 360);
-                            // No need to put the near plane too close;
-                            // this way, at least the aircraft can be
-                            // culled.
-          f.setNearFar(1000, 1000000);
-          sgMat4 m;
-          ssgGetModelviewMatrix(m);
-          globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
-          counter = 0;
-        }
-
-        // change state for lighting here
-
-        // draw runway lighting
-        glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
-        ssgSetNearFar( scene_nearplane, scene_farplane );
-
-        if ( enhanced_lighting ) {
-
-            // Enable states for drawing points with GL_extension
-            glEnable(GL_POINT_SMOOTH);
-
-            if ( distance_attenuation && glPointParameterIsSupported )
-            {
-                // Enable states for drawing points with GL_extension
-                glEnable(GL_POINT_SMOOTH);
-
-                float quadratic[3] = {1.0, 0.001, 0.0000001};
-                // makes the points fade as they move away
-                glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
-                glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0); 
-            }
-
-            glPointSize(4.0);
-
-            // blending function for runway lights
-            glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
-        }
-
-        glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-        glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-        glEnable(GL_TEXTURE_GEN_S);
-        glEnable(GL_TEXTURE_GEN_T);
-        glPolygonMode(GL_FRONT, GL_POINT);
-
-        // draw runway lighting
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-        }
-
-        // change punch through and then draw taxi lighting
-        glFogf ( GL_FOG_DENSITY, fog_exp2_density );
-        // sgVec3 taxi_fog;
-        // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
-        // glFogfv ( GL_FOG_COLOR, taxi_fog );
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
-        }
-
-        // clean up lighting
-        glPolygonMode(GL_FRONT, GL_FILL);
-        glDisable(GL_TEXTURE_GEN_S);
-        glDisable(GL_TEXTURE_GEN_T);
-
-        //static int _frame_count = 0;
-        //if (_frame_count % 30 == 0) {
-        //  printf("SSG: %s\n", ssgShowStats());
-        //}
-        //else {
-        //  ssgShowStats();
-        //}
-        //_frame_count++;
-
-
-        if ( enhanced_lighting ) {
-            if ( distance_attenuation && glPointParameterIsSupported )
-            {
-                glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
-                                      default_attenuation);
-            }
-
-            glPointSize(1.0);
-            glDisable(GL_POINT_SMOOTH);
-        }
-
-        // draw ground lighting
-        glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-        }
-
-        if ( skyblend ) {
-            // draw the sky cloud layers
-            if ( draw_otw && fgGetBool("/environment/clouds/status") )
-            {
-                thesky->postDraw( cur_fdm_state->get_Altitude()
-                                  * SG_FEET_TO_METER );
-            }
-        }
-
-        if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") )
-        {
-            glDisable( GL_FOG );
-            glDisable( GL_LIGHTING );
-            // cout << "drawing new clouds" << endl;
-
-            glEnable(GL_DEPTH_TEST);
-            glEnable(GL_BLEND);
-            glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
-            /*
-            glEnable( GL_TEXTURE_2D );
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-            */
-
-#ifdef FG_USE_CLOUDS_3D
-            sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
-#endif
-            glEnable( GL_FOG );
-            glEnable( GL_LIGHTING );
-            glEnable( GL_DEPTH_TEST );
-            glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-        }
-
-        if ( draw_otw ) {
-            globals->get_model_mgr()->draw();
-            globals->get_aircraft_model()->draw();
-        }
-
-        // display HUD && Panel
-        glDisable( GL_FOG );
-        glDisable( GL_DEPTH_TEST );
-        // glDisable( GL_CULL_FACE );
-        // glDisable( GL_TEXTURE_2D );
-
-        // update the controls subsystem
-        globals->get_controls()->update(delta_time_sec);
-
-        hud_and_panel->apply();
-        fgCockpitUpdate();
-
-        // Use the hud_and_panel ssgSimpleState for rendering the ATC output
-        // This only works properly if called before the panel call
-        if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
-            globals->get_ATC_display()->update(delta_time_sec);
-
-        // update the panel subsystem
-        if ( globals->get_current_panel() != NULL ) {
-            globals->get_current_panel()->update(delta_time_sec);
-        }
-        fgUpdate3DPanels();
-
-        // We can do translucent menus, so why not. :-)
-        menus->apply();
-        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-        puDisplay();
-        // glDisable ( GL_BLEND ) ;
-
-        glEnable( GL_DEPTH_TEST );
-        glEnable( GL_FOG );
-
-        // Fade out the splash screen over the first three seconds.
-        double t = globals->get_sim_time_sec();
-        if ( t <= 1.0 ) {
-            fgSplashUpdate(0.0, 1.0);
-        } else if ( t <= 3.0) {
-            fgSplashUpdate(0.0, (3.0 - t) / 2.0);
-        }
-    }
-
-    glutSwapBuffers();
-}
 
 
 // Update internal time dependent calculations (i.e. flight model)
@@ -897,13 +130,11 @@ void fgUpdateTimeDepCalcs() {
         = fgGetNode( "/sim/freeze/replay", true );
     static SGPropertyNode *replay_time
         = fgGetNode( "/sim/replay/time", true );
-    static const SGPropertyNode *replay_end_time
-        = fgGetNode( "/sim/replay/end-time", true );
+    // static const SGPropertyNode *replay_end_time
+    //     = fgGetNode( "/sim/replay/end-time", true );
 
     //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
 
-    fgLIGHT *l = &cur_light_params;
-
     // Initialize the FDM here if it hasn't been and if we have a
     // scenery elevation hit.
 
@@ -931,7 +162,6 @@ void fgUpdateTimeDepCalcs() {
         }
 
         if ( ! replay_master->getBoolValue() ) {
-            globals->get_autopilot()->update( delta_time_sec );
             cur_fdm_state->update( delta_time_sec );
         } else {
             FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
@@ -950,15 +180,11 @@ void fgUpdateTimeDepCalcs() {
     // update the view angle
     globals->get_viewmgr()->update(delta_time_sec);
 
-    l->UpdateAdjFog();
-
     // Update solar system
     globals->get_ephem()->update( globals->get_time_params()->getMjd(),
                                   globals->get_time_params()->getLst(),
                                   cur_fdm_state->get_Latitude() );
 
-    // Update radio stack model
-    current_radiostack->update(delta_time_sec);
 }
 
 
@@ -986,8 +212,10 @@ static void fgMainLoop( void ) {
         = fgGetNode("/sim/freeze/clock", true);
     static const SGPropertyNode *cur_time_override
         = fgGetNode("/sim/time/cur-time-override", true);
-    static const SGPropertyNode *replay_master
-        = fgGetNode("/sim/freeze/replay", true);
+    // static const SGPropertyNode *replay_master
+    //     = fgGetNode("/sim/freeze/replay", true);
+
+    SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
 
     // Update the elapsed time.
     static bool first_time = true;
@@ -1009,14 +237,33 @@ static void fgMainLoop( void ) {
         current_time_stamp.stamp();
     }
 
-    delta_time_sec = double(current_time_stamp - last_time_stamp) / 1000000.0;
+    real_delta_time_sec
+        = double(current_time_stamp - last_time_stamp) / 1000000.0;
+    // round the real time down to a multiple of 1/model-hz.
+    // this way all systems are updated the _same_ amount of dt.
+    {
+      static double rem = 0.0;
+      real_delta_time_sec += rem;
+      double hz = model_hz;
+      double nit = floor(real_delta_time_sec*hz);
+      rem = real_delta_time_sec - nit/hz;
+      real_delta_time_sec = nit/hz;
+    }
+
+
     if ( clock_freeze->getBoolValue() ) {
         delta_time_sec = 0;
-    } 
+    } else {
+        delta_time_sec = real_delta_time_sec;
+    }
     last_time_stamp = current_time_stamp;
     globals->inc_sim_time_sec( delta_time_sec );
     SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
 
+    // These are useful, especially for Nasal scripts.
+    fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
+    fgSetDouble("/sim/time/delta-sec", delta_time_sec);
+
     static long remainder = 0;
     long elapsed;
 #ifdef FANCY_FRAME_COUNTER
@@ -1029,37 +276,17 @@ static void fgMainLoop( void ) {
 
     SGTime *t = globals->get_time_params();
 
-    sglog().setLogLevels( SG_ALL, (sgDebugPriority)fgGetInt("/sim/log-level") );
-    sglog().setLogLevels( SG_ALL, SG_INFO );
-
-    SGLocation * acmodel_location = 0;
-    if(cur_fdm_state->getACModel() != 0) {
-      acmodel_location = (SGLocation *)  cur_fdm_state->getACModel()->get3DModel()->getSGLocation();
-    }
+    globals->get_event_mgr()->update(delta_time_sec);
 
     SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
     SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
 
-#ifdef FG_NETWORK_OLK
-    if ( fgGetBool("/sim/networking/network-olk") ) {
-        if ( net_is_registered == 0 ) {             // We first have to reg. to fgd
-            // printf("FGD: Netupdate\n");
-            fgd_send_com( "A", FGFS_host);   // Send Mat4 data
-            fgd_send_com( "B", FGFS_host);   // Recv Mat4 data
-        }
-    }
-#endif
-
 #if defined( ENABLE_PLIB_JOYSTICK )
     // Read joystick and update control settings
     // if ( fgGetString("/sim/control-mode") == "joystick" )
     // {
     //    fgJoystickRead();
     // }
-#elif defined( ENABLE_GLUT_JOYSTICK )
-    // Glut joystick support works by feeding a joystick handler
-    // function to glut.  This is taken care of once in the joystick
-    // init routine and we don't have to worry about it again.
 #endif
 
     // Fix elevation.  I'm just sticking this here for now, it should
@@ -1108,8 +335,9 @@ static void fgMainLoop( void ) {
                cur_time_override->getLongValue(),
                globals->get_warp() );
 
-    if ( globals->get_warp_delta() != 0 ) {
-        fgUpdateSkyAndLightingParams();
+    if (globals->get_warp_delta() != 0) {
+       FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+       l->update( 0.5 );
     }
 
     // update magvar model
@@ -1165,6 +393,11 @@ static void fgMainLoop( void ) {
     if (fgGetBool("/sim/ai-traffic/enabled"))
         globals->get_AI_mgr()->update(delta_time_sec);
 
+#ifdef FG_MPLAYER_AS
+    // Update any multiplayer models
+    globals->get_multiplayer_rx_mgr()->Update();
+#endif
+
     // Run flight model
 
     // Calculate model iterations needed for next frame
@@ -1183,24 +416,29 @@ static void fgMainLoop( void ) {
         remainder = 0;
     }
 
+    bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+
     // flight model
-    if ( global_multi_loop > 0 ) {
-        fgUpdateTimeDepCalcs();
+    if ( global_multi_loop > 0) {
+        // first run the flight model each frame until it is intialized
+        // then continue running each frame only after initial scenery load is complete.
+        if (!cur_fdm_state->get_inited() || scenery_loaded) {
+            fgUpdateTimeDepCalcs();
+        }
     } else {
         SG_LOG( SG_ALL, SG_DEBUG, 
             "Elapsed time is zero ... we're zinging" );
     }
 
     // Do any I/O channel work that might need to be done
-    globals->get_io()->update( delta_time_sec );
+    globals->get_io()->update( real_delta_time_sec );
 
     // see if we need to load any deferred-load textures
     globals->get_matlib()->load_next_deferred();
 
     // Run audio scheduler
 #ifdef ENABLE_AUDIO_SUPPORT
-    if ( fgGetBool("/sim/sound/audible")
-           && globals->get_soundmgr()->is_working() ) {
+    if ( globals->get_soundmgr()->is_working() ) {
         globals->get_soundmgr()->update( delta_time_sec );
     }
 #endif
@@ -1215,62 +453,114 @@ static void fgMainLoop( void ) {
     double visibility_meters = fgGetDouble("/environment/visibility-m");
     FGViewer *current_view = globals->get_current_view();
 
+    // get the location data for the primary FDM (now hardcoded to ac model)...
+    SGLocation *acmodel_loc = NULL;
+    acmodel_loc = (SGLocation *)globals->
+        get_aircraft_model()->get3DModel()->getSGLocation();
+
     // update tile manager for FDM...
-    // ...only if location is different than the viewer (to avoid duplicating effort)
-    if( acmodel_location != current_view->getSGLocation() ) {
-      if( acmodel_location != 0 ) {
-        globals->get_tile_mgr()->prep_ssg_nodes( acmodel_location,
-                                                 visibility_meters );
-        globals->get_tile_mgr()->
-            update( acmodel_location, visibility_meters,
-                    acmodel_location->get_absolute_view_pos(globals->get_scenery()->get_center()) );
-        // save results of update in SGLocation for fdm...
-        if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
-          acmodel_location->
-              set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
+    // ...only if location is different than the current-view location
+    // (to avoid duplicating effort)
+    if( !fgGetBool("/sim/current-view/config/from-model") ) {
+        if( acmodel_loc != NULL ) {
+            globals->get_tile_mgr()->prep_ssg_nodes( acmodel_loc,
+                                                     visibility_meters );
+            globals->get_tile_mgr()->
+                update( acmodel_loc, visibility_meters,
+                        acmodel_loc->
+                        get_absolute_view_pos(globals->
+                                              get_scenery()->get_center()) );
+            // save results of update in SGLocation for fdm...
+            if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
+                acmodel_loc->
+                    set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
+                fgSetDouble("/position/ground-elev-m",
+                            globals->get_scenery()->get_cur_elev());
+            }
+            acmodel_loc->
+                set_tile_center( globals->get_scenery()->get_next_center() );
         }
-        acmodel_location->
-            set_tile_center( globals->get_scenery()->get_next_center() );
-      }
     }
 
     globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
                                              visibility_meters );
     // update tile manager for view...
-    // IMPORTANT!!! the tilemgr update for view location _must_ be done last 
-    // after the FDM's until all of Flight Gear code references the viewer's location
-    // for elevation instead of the "scenery's" current elevation.
+    // IMPORTANT!!! the tilemgr update for view location _must_ be
+    // done last after the FDM's until all of Flight Gear code
+    // references the viewer's location for elevation instead of the
+    // "scenery's" current elevation.
     SGLocation *view_location = globals->get_current_view()->getSGLocation();
     globals->get_tile_mgr()->update( view_location, visibility_meters,
                                      current_view->get_absolute_view_pos() );
     // save results of update in SGLocation for fdm...
     if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
-      current_view->getSGLocation()->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
+        current_view->getSGLocation()->
+            set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
     }
-    current_view->getSGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
-
-    // If fdm location is same as viewer's then we didn't do the update for fdm location 
-    //   above so we need to save the viewer results in the fdm SGLocation as well...
-    if( acmodel_location == current_view->getSGLocation() ) {
-      if( acmodel_location != 0 ) {
-        if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
-          acmodel_location->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
+    current_view->getSGLocation()->
+        set_tile_center( globals->get_scenery()->get_next_center() );
+
+#ifdef ENABLE_AUDIO_SUPPORT
+    // Right now we make a simplifying assumption that the primary
+    // aircraft is the source of all sounds and that all sounds are
+    // positioned relative to the current view position.
+
+    static sgVec3 last_pos_offset;
+
+    // set positional offset for sources
+    sgVec3 source_pos_offset;
+    sgSubVec3( source_pos_offset,
+               view_location->get_view_pos(), acmodel_loc->get_view_pos() );
+    // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
+    globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
+
+    // set the velocity
+    sgVec3 source_vel;
+    sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
+    sgScaleVec3( source_vel, delta_time_sec );
+    sgCopyVec3( last_pos_offset, source_pos_offset );
+    // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
+    globals->get_soundmgr()->set_source_vel_all( source_vel );
+
+    // Right now we make a simplifying assumption that the listener is
+    // always positioned at the origin.
+    sgVec3 listener_pos;
+    sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
+    // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
+    globals->get_soundmgr()->set_listener_pos( listener_pos );
+#endif
+
+    // If fdm location is same as viewer's then we didn't do the
+    // update for fdm location above so we need to save the viewer
+    // results in the fdm SGLocation as well...
+    if( fgGetBool("/sim/current-view/config/from-model") ) {
+        if( acmodel_loc != 0 ) {
+            if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
+                acmodel_loc->set_cur_elev_m( globals->get_scenery()->
+                                             get_cur_elev() );
+                fgSetDouble("/position/ground-elev-m",
+                            globals->get_scenery()->get_cur_elev());
+            }
+            acmodel_loc->set_tile_center( globals->get_scenery()->
+                                          get_next_center() );
         }
-        acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
-      }
     }
 
     // END Tile Manager udpates
 
+    if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
+        fgSetBool("sim/sceneryloaded",true);
+    }
+
     if (fgGetBool("/sim/rendering/specular-highlight")) {
-        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);        glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+       // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
     } else {
         glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
-         glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+        // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
     }
 
-    // redraw display
-    fgRenderFrame();
+    fgRequestRedraw();
 
     SG_LOG( SG_ALL, SG_DEBUG, "" );
 }
@@ -1287,9 +577,11 @@ static void fgIdleFunction ( void ) {
     // printf("idle state == %d\n", idle_state);
 
     if ( idle_state == 0 ) {
+        fgSetBool("sim/initialised", false);
+
         // Initialize the splash screen right away
         if ( fgGetBool("/sim/startup/splash-screen") ) {
-            fgSplashInit();
+            fgSplashInit(fgGetString("/sim/startup/splash-texture"));
         }
         
         idle_state++;
@@ -1347,7 +639,7 @@ static void fgIdleFunction ( void ) {
         fgInitTimeOffset();
 
         // setup OpenGL view parameters
-        fgInitVisuals();
+        globals->get_renderer()->init();
 
         // Read the list of available aircrafts
         fgReadAircraft();
@@ -1362,17 +654,18 @@ static void fgIdleFunction ( void ) {
         idle_state = 1000;
 
         SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
-        fgReshape( fgGetInt("/sim/startup/xsize"),
-               fgGetInt("/sim/startup/ysize") );
+        globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
+                                         fgGetInt("/sim/startup/ysize") );
 
-        fgUpdateSkyAndLightingParams();
     } 
 
     if ( idle_state == 1000 ) {
         // We've finished all our initialization steps, from now on we
         // run the main loop.
+        fgSetBool("sim/initialised",true);
+        fgSetBool("sim/sceneryloaded",false);
 
-        glutIdleFunc(fgMainLoop);
+        fgRegisterIdleHandler(fgMainLoop);
     } else {
         if ( fgGetBool("/sim/startup/splash-screen") ) {
             fgSplashUpdate(0.0, 1.0);
@@ -1380,147 +673,6 @@ static void fgIdleFunction ( void ) {
     }
 }
 
-// options.cxx needs to see this for toggle_panel()
-// Handle new window size or exposure
-void fgReshape( int width, int height ) {
-    int view_h;
-
-    if ( (!fgGetBool("/sim/virtual-cockpit"))
-         && fgPanelVisible() && idle_state == 1000 ) {
-        view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
-                             globals->get_current_panel()->getYOffset()) / 768.0);
-    } else {
-        view_h = height;
-    }
-
-    // for all views
-    FGViewMgr *viewmgr = globals->get_viewmgr();
-    for ( int i = 0; i < viewmgr->size(); ++i ) {
-      viewmgr->get_view(i)->
-        set_aspect_ratio((float)view_h / (float)width);
-    }
-
-    glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
-
-    fgSetInt("/sim/startup/xsize", width);
-    fgSetInt("/sim/startup/ysize", height);
-    guiInitMouse(width, height);
-
-    ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
-               viewmgr->get_current_view()->get_v_fov() );
-
-    fgHUDReshape();
-
-#ifdef FG_USE_CLOUDS_3D
-    sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
-                        viewmgr->get_current_view()->get_v_fov() );
-#endif
-
-}
-
-// Initialize GLUT and define a main window
-static bool fgGlutInit( int *argc, char **argv ) {
-
-#if !defined( macintosh )
-    // GLUT will extract all glut specific options so later on we only
-    // need wory about our own.
-    glutInit(argc, argv);
-#endif
-
-    // Define Display Parameters. Clouds3d works best with --bpp32 option
-    if ( fgGetBool("/sim/rendering/clouds3d") ) {
-        glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_ALPHA );
-    } else {
-        glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
-    }
-
-    SG_LOG( SG_GENERAL, SG_INFO, "Opening a window: " <<
-            fgGetInt("/sim/startup/xsize") << "x"
-            << fgGetInt("/sim/startup/ysize") );
-
-    // Define initial window size
-    glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
-                    fgGetInt("/sim/startup/ysize") );
-
-    // Initialize windows
-    if ( !fgGetBool("/sim/startup/game-mode")) {
-        // Open the regular window
-        glutCreateWindow("FlightGear");
-#ifndef GLUT_WRONG_VERSION
-    } else {
-        // Open the cool new 'game mode' window
-        char game_mode_str[256];
-//#define SYNC_OPENGL_WITH_DESKTOP_SETTINGS
-#if defined(WIN32) && defined(SYNC_OPENGL_WITH_DESKTOP_SETTINGS)
-#ifndef ENUM_CURRENT_SETTINGS
-#define ENUM_CURRENT_SETTINGS       ((DWORD)-1)
-#define ENUM_REGISTRY_SETTINGS      ((DWORD)-2)
-#endif
-
-        DEVMODE dm;
-        dm.dmSize = sizeof(DEVMODE);
-        EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
-        fgSetInt("/sim/startup/xsize", dm.dmPelsWidth);
-        fgSetInt("/sim/startup/ysize", dm.dmPelsHeight);
-        glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
-                            fgGetInt("/sim/startup/ysize") );
-        sprintf( game_mode_str, "%dx%d:%d@%d",
-                     dm.dmPelsWidth,
-                     dm.dmPelsHeight,
-                     dm.dmBitsPerPel,
-                     dm.dmDisplayFrequency );
-#else
-        // Open the cool new 'game mode' window
-        sprintf( game_mode_str, "width=%d height=%d bpp=%d",
-             fgGetInt("/sim/startup/xsize"),
-             fgGetInt("/sim/startup/ysize"),
-             fgGetInt("/sim/rendering/bits-per-pixel"));
-
-#endif // HAVE_WINDOWS_H
-        SG_LOG( SG_GENERAL, SG_INFO, 
-            "game mode params = " << game_mode_str );
-        glutGameModeString( game_mode_str );
-        glutEnterGameMode();
-#endif // GLUT_WRONG_VERSION
-    }
-
-    // This seems to be the absolute earliest in the init sequence
-    // that these calls will return valid info.  Too bad it's after
-    // we've already created and sized out window. :-(
-    general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
-    general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
-    general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
-    SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
-
-    GLint tmp;
-    glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
-    general.set_glMaxTexSize( tmp );
-    SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
-
-    glGetIntegerv( GL_DEPTH_BITS, &tmp );
-    general.set_glDepthBits( tmp );
-    SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
-
-    return true;
-}
-
-
-// Initialize GLUT event handlers
-static bool fgGlutInitEvents( void ) {
-    // call fgReshape() on window resizes
-    glutReshapeFunc( fgReshape );
-
-    // keyboard and mouse callbacks are set in FGInput::init
-
-    // call fgMainLoop() whenever there is
-    // nothing else to do
-    glutIdleFunc( fgIdleFunction );
-
-    // draw the scene
-    glutDisplayFunc( fgRenderFrame );
-
-    return true;
-}
 
 // Main top level initialization
 bool fgMainInit( int argc, char **argv ) {
@@ -1532,7 +684,7 @@ bool fgMainInit( int argc, char **argv ) {
 #endif
 
     // set default log levels
-    sglog().setLogLevels( SG_ALL, SG_INFO );
+    sglog().setLogLevels( SG_ALL, SG_ALERT );
 
     string version;
 #ifdef FLIGHTGEAR_VERSION
@@ -1552,9 +704,6 @@ bool fgMainInit( int argc, char **argv ) {
     // seed the random number generater
     sg_srandom_time();
 
-    SGRoute *route = new SGRoute;
-    globals->set_route( route );
-
     FGControls *controls = new FGControls;
     globals->set_controls( controls );
 
@@ -1566,18 +715,25 @@ bool fgMainInit( int argc, char **argv ) {
     fgInitFGRoot(argc, argv);
 
     // Check for the correct base package version
-    static char required_version[] = "0.9.2";
+    static char required_version[] = "0.9.6";
     string base_version = fgBasePackageVersion();
     if ( !(base_version == required_version) ) {
         // tell the operator how to use this application
 
+        SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
         cerr << endl << "Base package check failed ... " \
              << "Found version " << base_version << " at: " \
              << globals->get_fg_root() << endl;
         cerr << "Please upgrade to version: " << required_version << endl;
+#ifdef _MSC_VER
+        cerr << "Hit a key to continue..." << endl;
+        cin.get();
+#endif
         exit(-1);
     }
 
+    sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
+
     // Initialize the Aircraft directory to "" (UIUC)
     aircraft_dir = "";
 
@@ -1590,28 +746,60 @@ bool fgMainInit( int argc, char **argv ) {
     }
 
     // Initialize the Window/Graphics environment.
-    if( !fgGlutInit(&argc, argv) ) {
-        SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
-        exit(-1);
-    }
+#if !defined(__APPLE__) || defined(OSX_BUNDLE)
+    // Mac OS X command line ("non-bundle") applications call this
+    // from main(), in bootstrap.cxx.  Andy doesn't know why, someone
+    // feel free to add comments...
+    fgOSInit(&argc, argv);
+    _bootstrap_OSInit++;
+#endif
 
-    // Initialize the various GLUT Event Handlers.
-    if( !fgGlutInitEvents() ) {
-        SG_LOG( SG_GENERAL, SG_ALERT, 
-               "GLUT event handler initialization failed ..." );
-        exit(-1);
-    }
+    fgRegisterWindowResizeHandler( FGRenderer::resize );
+    fgRegisterIdleHandler( fgIdleFunction );
+    fgRegisterDrawHandler( FGRenderer::update );
+
+#ifdef FG_ENABLE_MULTIPASS_CLOUDS
+    bool get_stencil_buffer = true;
+#else
+    bool get_stencil_buffer = false;
+#endif
+
+    // Clouds3D requires an alpha channel
+    // clouds may require stencil buffer
+    fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
+                    fgGetInt("/sim/startup/ysize"),
+                    fgGetInt("/sim/rendering/bits-per-pixel"),
+                    fgGetBool("/sim/rendering/clouds3d"),
+                    get_stencil_buffer,
+                    fgGetBool("/sim/startup/fullscreen") );
+
+    // This seems to be the absolute earliest in the init sequence
+    // that these calls will return valid info.  Too bad it's after
+    // we've already created and sized out window. :-(
+    general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
+    general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
+    general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
+    SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
+
+    GLint tmp;
+    glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
+    general.set_glMaxTexSize( tmp );
+    SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
+
+    glGetIntegerv( GL_DEPTH_BITS, &tmp );
+    general.set_glDepthBits( tmp );
+    SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
 
     // Initialize plib net interface
     netInit( &argc, argv );
 
     // Initialize ssg (from plib).  Needs to come before we do any
-    // other ssg stuff, but after opengl/glut has been initialized.
+    // other ssg stuff, but after opengl has been initialized.
     ssgInit();
 
     // Initialize the user interface (we need to do this before
-    // passing off control to glut and before fgInitGeneral to get our
-    // fonts !!!
+    // passing off control to the OS main loop and before
+    // fgInitGeneral to get our fonts !!!
     guiInit();
 
     // Read the list of available aircrafts
@@ -1759,23 +947,11 @@ bool fgMainInit( int argc, char **argv ) {
     // airport->setName( "Airport Lighting" );
     // lighting->addKid( airport );
 
-    // ADA
-    fgLoadDCS();
-    // ADA
-
-#ifdef FG_NETWORK_OLK
-    // Do the network intialization
-    if ( fgGetBool("/sim/networking/network-olk") ) {
-        printf("Multipilot mode %s\n",
-               fg_net_init( globals->get_scenery()->get_scene_graph() ) );
-    }
-#endif
-
     // build our custom render states
-    fgBuildRenderStates();
-    
-    // pass control off to the master GLUT event handler
-    glutMainLoop();
+    globals->get_renderer()->build_states();
+
+    // pass control off to the master event handler
+    fgOSMainLoop();
 
     // we never actually get here ... but to avoid compiler warnings,
     // etc.
@@ -1783,318 +959,4 @@ bool fgMainInit( int argc, char **argv ) {
 }
 
 
-// $$$ end - added VS Renganathan, 15 Oct 2K
-//         - added Venky         , 12 Nov 2K
-
-
-void fgLoadDCS(void) {
-
-    ssgEntity *ship_obj = NULL;
-
-    char obj_filename[25];
-
-    for ( int k = 0; k < 32; k++ ) {
-        ship_pos[k]=NULL;
-    }
-
-    SGPath tile_path( globals->get_fg_root());
-    tile_path.append( "Scenery" );
-    tile_path.append( "Objects.txt" );
-    sg_gzifstream in( tile_path.str() );
-    if ( ! in.is_open() ) {
-        SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() );
-    } else {
-
-        SGPath modelpath( globals->get_fg_root() );
-        modelpath.append( "Models" );
-        modelpath.append( "Geometry" );
-  
-        SGPath texturepath( globals->get_fg_root() );
-        texturepath.append( "Models" );
-        texturepath.append( "Textures" );
-        ssgModelPath( (char *)modelpath.c_str() );
-        ssgTexturePath( (char *)texturepath.c_str() );
-
-        ship_sel = new ssgSelector;
-
-        char c;
-        while ( ! in.eof() ) {
-            in >> ::skipws;
-            if ( in.get( c ) && c == '#' ) { 
-                in >> skipeol;
-            } else { 
-                in.putback(c);
-                in >> obj_filename >> obj_lat[objc] >> obj_lon[objc] >> obj_alt[objc];
-                /* cout << endl << obj_filename << " " << obj_lat[objc] << " " << obj_lon[objc] <<  " " << obj_alt[objc] << endl;
-                   int chj=getchar();*/
-                
-                obj_lon[objc] *=SGD_DEGREES_TO_RADIANS;
-                obj_lat[objc] *=SGD_DEGREES_TO_RADIANS;
-                
-                ship_pos[objc] = new ssgTransform;
-       
-                // type "repeat" in objects.txt to load one more
-                // instance of the last object.
-
-                if ( strcmp(obj_filename,"repeat") != 0) {
-                    ship_obj =
-                      globals->get_model_lib()->load_model( globals->get_fg_root(), obj_filename, globals->get_props(), globals->get_sim_time_sec() );
-                }
-      
-                if ( ship_obj != NULL ) {
-                               ship_obj->setName(obj_filename);
-                            if (objc == 0)
-                                       ship_obj->clrTraversalMaskBits( SSGTRAV_HOT );
-                               else
-                                       ship_obj->setTraversalMaskBits( SSGTRAV_HOT );
-                    ship_pos[objc]->addKid( ship_obj ); // add object to transform node
-                    ship_sel->addKid( ship_pos[objc] ); // add transform node to selector
-                    SG_LOG( SG_TERRAIN, SG_ALERT, "Loaded file: "
-                            << obj_filename );
-                } else {
-                    SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: "
-                            << obj_filename );
-                }
-            
-                            // temporary hack for deck lights - ultimately should move to PLib (when??)
-                            //const char *extn = file_extension ( obj_filename ) ;
-                            if ( objc == 1 ){
-                                // ssgVertexArray *lights = new ssgVertexArray( 100 );
-                               ssgVertexArray *lightpoints = new ssgVertexArray( 100 );
-                               ssgVertexArray *lightnormals = new ssgVertexArray( 100 );
-                               ssgVertexArray *lightdir = new ssgVertexArray( 100 );
-                               int ltype[500], light_type = 0;
-                               static int ltcount = 0;
-                                string token;
-                               sgVec3 rway_dir,rway_normal,lightpt;
-                               Point3D node;
-                               modelpath.append(obj_filename);
-                               sg_gzifstream in1( modelpath.str() );
-                               if ( ! in1.is_open() ) {
-                                       SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << modelpath.str() );
-                               } else {
-                                       while ( ! in1.eof() ) {
-                                                        in1 >> ::skipws;
-                                               if ( in1.get( c ) && c == '#' ) { 
-                                                       in1 >> skipeol;
-                                               } else { 
-                                                       in1.putback(c);
-                                                       in1 >> token;
-                                                       //cout << token << endl;
-                                                       if ( token == "runway" ) {
-                                                               in1 >> node;
-                                                               sgSetVec3 (rway_dir, node[0], node[1], node[2] );                        
-                                                       } else if ( token == "edgelight" ) {
-                                                               in1 >> node;
-                                                               sgSetVec3 (rway_normal, node[0], node[1], node[2] );
-                                                               light_type = 1;
-                                                       } else if ( token == "taxi" ) {
-                                                               in1 >> node;
-                                                               sgSetVec3 (rway_normal, node[0], node[1], node[2] );                     
-                                                               light_type = 2;
-                                                       } else if ( token == "vasi" ) {
-                                                               in1 >> node;
-                                                               sgSetVec3 (rway_normal, node[0], node[1], node[2] );                     
-                                                               light_type = 3;
-                                                       } else if ( token == "threshold" ) {
-                                                               in1 >> node;
-                                                               sgSetVec3 (rway_normal, node[0], node[1], node[2] );                     
-                                                               light_type = 4;
-                                                       } else if ( token == "rabbit" ) {
-                                                               in1 >> node;
-                                                               sgSetVec3 (rway_normal, node[0], node[1], node[2] );
-                                                               light_type = 5;
-                                                       } else if ( token == "ols" ) {
-                                                               in1 >> node;
-                                                               sgSetVec3 (rway_ols, node[0], node[1], node[2] );
-                                                               light_type = 6;
-                                                       } else if ( token == "red" ) {
-                                                               in1 >> node;
-                                                               sgSetVec3 (rway_normal, node[0], node[1], node[2] );
-                                                               light_type = 7;
-                                                       } else if ( token == "green" ) {
-                                                               in1 >> node;
-                                                               sgSetVec3 (rway_normal, node[0], node[1], node[2] );
-                                                               light_type = 8;
-                                                       } else if ( token == "lp" ) {
-                                                               in1 >> node;
-                                                               sgSetVec3 (lightpt, node[0], node[1], node[2] );
-                                                               lightpoints->add( lightpt );
-                                                               lightnormals->add( rway_normal );
-                                                               lightdir->add( rway_dir );
-                                                               ltype[ltcount]= light_type;
-                                                               ltcount++;
-                                                       }
-                                                       if (in1.eof()) break;
-                                               } 
-                                       }  //while
-
-#if 0        
-                                       if ( lightpoints->getNum() ) {
-                                               ssgBranch *lightpoints_branch;
-                                               long int dummy = -999;
-                                               dummy_tile = new FGTileEntry((SGBucket)dummy);
-                                               dummy_tile->lightmaps_sequence = new ssgSelector;
-                                               dummy_tile->ols_transform = new ssgTransform;
-
-                                               // call function to generate the runway lights
-                                               lightpoints_branch = 
-                                               dummy_tile->gen_runway_lights( lightpoints, lightnormals,
-                                                                                                                       lightdir, ltype);
-                                               lightpoints_brightness->addKid(lightpoints_branch);
-                                               lightpoints_transform->addKid(lightpoints_brightness);
-                                           //dummy_tile->lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
-                                               lightpoints_transform->addKid( dummy_tile->lightmaps_sequence );
-                                               lightpoints_transform->ref();
-                                               globals->get_scenery()->get_gnd_lights_root()->addKid( lightpoints_transform );
-                                       } 
-#endif
-                               } //if in1 
-                } //if objc
-                            // end hack for deck lights
-
-                objc++;
-
-                if (in.eof()) break;
-            }
-        } // while
-
-        SG_LOG ( SG_TERRAIN, SG_ALERT, "Finished object processing." );
-
-        globals->get_scenery()->get_terrain_branch()->addKid( ship_sel ); //add selector node to root node 
-    }
-
-    return;
- }
-
-
-void fgUpdateDCS (void) {
-
-    // double eye_lat,eye_lon,eye_alt;
-    // static double obj_head;
-    double sl_radius,obj_latgc;
-    // float nresultmat[4][4];
-    // sgMat4 Trans,rothead,rotlon,rot180,rotlat,resultmat1,resultmat2,resultmat3;
-    double bz[3];
-
-    // Instantaneous Geodetic Lat/Lon/Alt of moving object
-    FGADA *fdm = (FGADA *)current_aircraft.fdm_state;
-    
-    // Deck should be the first object in objects.txt in case of fdm=ada
-
-    if (!strcmp(fgGetString("/sim/flight-model"), "ada")) {
-            if ((fdm->get_iaux(1))==1)
-            {
-                    obj_lat[1] = fdm->get_daux(1)*SGD_DEGREES_TO_RADIANS;
-                    obj_lon[1] = fdm->get_daux(2)*SGD_DEGREES_TO_RADIANS;
-                    obj_alt[1] = fdm->get_daux(3);
-                    obj_pitch[1] = fdm->get_faux(1);
-                    obj_roll[1] = fdm->get_faux(2);
-            }
-    }
-    
-    for ( int m = 0; m < objc; m++ ) {
-       //cout << endl <<  obj_lat[m]*SGD_RADIANS_TO_DEGREES << " " << obj_lon[m]*SGD_RADIANS_TO_DEGREES << " " << obj_alt[m] << " " << objc << endl;
-        //int v=getchar();
-
-        //Geodetic to Geocentric angles for rotation
-        sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
-
-        //moving object gbs-posn in cartesian coords
-        Point3D obj_posn = Point3D( obj_lon[m],obj_lat[m],obj_alt[m]);
-        Point3D obj_pos = sgGeodToCart( obj_posn );
-
-        // Translate moving object w.r.t eye
-        Point3D Objtrans = obj_pos - globals->get_scenery()->get_center();
-        bz[0]=Objtrans.x();
-        bz[1]=Objtrans.y();
-        bz[2]=Objtrans.z();
-
-       // rotate dynamic objects for lat,lon & alt and other motion about its axes
-        
-        sgMat4 sgTRANS;
-        sgMakeTransMat4( sgTRANS, bz[0],bz[1],bz[2]);
-
-        sgVec3 ship_fwd,ship_rt,ship_up;
-        sgSetVec3( ship_fwd, 1.0, 0.0, 0.0);//east,roll
-        sgSetVec3( ship_rt, 0.0, 1.0, 0.0);//up,pitch
-        sgSetVec3( ship_up, 0.0, 0.0, 1.0); //north,yaw
-
-        sgMat4 sgROT_lon, sgROT_lat, sgROT_hdg, sgROT_pitch, sgROT_roll;
-        sgMakeRotMat4( sgROT_lon, obj_lon[m]*SGD_RADIANS_TO_DEGREES, ship_up );
-        sgMakeRotMat4( sgROT_lat, 90-obj_latgc*SGD_RADIANS_TO_DEGREES, ship_rt );
-        sgMakeRotMat4( sgROT_hdg, 180.0, ship_up );
-        sgMakeRotMat4( sgROT_pitch, obj_pitch[m], ship_rt );
-        sgMakeRotMat4( sgROT_roll, obj_roll[m], ship_fwd );
-        
-        sgMat4 sgTUX;
-        sgCopyMat4( sgTUX, sgROT_hdg );
-        sgPostMultMat4( sgTUX, sgROT_pitch );
-        sgPostMultMat4( sgTUX, sgROT_roll );
-        sgPostMultMat4( sgTUX, sgROT_lat );
-        sgPostMultMat4( sgTUX, sgROT_lon );
-        sgPostMultMat4( sgTUX, sgTRANS );
-
-        sgCoord shippos;
-        sgSetCoord(&shippos, sgTUX );
-        ship_pos[m]->setTransform( &shippos );
-        // temporary hack for deck lights - ultimately should move to PLib (when ??)
-        if (m == 1) {
-            if (lightpoints_transform) {
-                    lightpoints_transform->setTransform( &shippos );
-                    float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-                    if ( sun_angle > 89 ) {
-                            lightpoints_brightness->select(0x01);
-                    } else {
-                            lightpoints_brightness->select(0x00);
-                    }
-            }
-
-            float elev;
-            sgVec3 rp,to;
-            float *vp;
-            float alt;
-            float ref_elev;
-            sgXformPnt3( rp, rway_ols, sgTUX );
-            vp = globals->get_current_view()->get_view_pos();
-            to[0] = rp[0]-vp[0];
-            to[1] = rp[1]-vp[1];
-            to[2] = rp[2]-vp[2];
-            float dist = sgLengthVec3( to );
-            alt = (current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER)-rway_ols[2];
-
-            elev = asin(alt/dist)*SGD_RADIANS_TO_DEGREES;
-
-            ref_elev = elev - 3.75; // +ve above, -ve below
-        
-            unsigned int sel;
-            sel = 0xFF;
-// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-//             if (ref_elev > 0.51) sel = 0x21;
-//             if ((ref_elev <= 0.51) & (ref_elev > 0.17)) sel = 0x22;
-//             if ((ref_elev <= 0.17) & (ref_elev >= -0.17)) sel = 0x24;
-//             if ((ref_elev < -0.17) & (ref_elev >= -0.51)) sel = 0x28;
-//             if (ref_elev < -0.51) sel = 0x30;
-// DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-            // dummy_tile->lightmaps_sequence->select(sel);
-
-            sgVec3 up;
-            sgCopyVec3 (up, ship_up);
-            if (dist > 750) 
-                    sgScaleVec3 (up, 4.0*ref_elev*dist/750.0);
-            else
-                    sgScaleVec3 (up, 4.0*ref_elev);
-            // dummy_tile->ols_transform->setTransform(up);
-            //cout << "ref_elev  " << ref_elev << endl;
-        }
-    // end hack for deck lights
-
-    }
-    if ( ship_sel != NULL ) {
-        ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
-    }
-}
-
-// $$$ end - added VS Renganathan, 15 Oct 2K
-//           added Venky         , 12 Nov 2K
+// end of main.cxx