]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/main.cxx
Moved random ground cover object management code (userdata.[ch]xx) over
[flightgear.git] / src / Main / main.cxx
index 2b0dde6710b71f0a2e09dd8eb94196f606c3fb65..32a6ed112b83bcd06d7eab3d02bef4d3dbb8614e 100644 (file)
 #include <simgear/compiler.h>
 
 #include STL_IOSTREAM
-#ifndef SG_HAVE_NATIVE_SGI_COMPILERS
 SG_USING_STD(cerr);
 SG_USING_STD(endl);
-#endif
 
 #include <simgear/misc/exception.hxx>
 #include <simgear/ephemeris/ephemeris.hxx>
@@ -51,8 +49,7 @@ SG_USING_STD(endl);
 #  include <float.h>
 #endif
 
-#include <GL/glut.h>
-#include <GL/gl.h>
+#include GLUT_H
 
 #include <stdio.h>
 #include <string.h>            // for strcmp()
@@ -72,6 +69,7 @@ SG_USING_STD(endl);
 
 #include <plib/netChat.h>
 #include <plib/pu.h>
+#include <plib/sg.h>
 #include <plib/ssg.h>
 
 #include <simgear/constants.h>  // for VERSION
@@ -79,6 +77,15 @@ SG_USING_STD(endl);
 #include <simgear/math/polar3d.hxx>
 #include <simgear/math/sg_random.h>
 #include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/model/animation.hxx>
+#include <simgear/scene/model/location.hxx>
+#include <simgear/scene/model/model.hxx>
+#include <simgear/scene/model/modellib.hxx>
+#ifdef FG_USE_CLOUDS_3D
+#  include <simgear/sky/clouds3d/SkySceneLoader.hpp>
+#  include <simgear/sky/clouds3d/SkyUtil.hpp>
+#endif
 #include <simgear/sky/sky.hxx>
 #include <simgear/timing/sg_time.hxx>
 
@@ -90,37 +97,41 @@ SG_USING_STD(endl);
 #include <ATC/ATCdisplay.hxx>
 #include <ATC/AIMgr.hxx>
 
+
 #include <Autopilot/newauto.hxx>
 
+#include <Cockpit/hud.hxx>
 #include <Cockpit/cockpit.hxx>
 #include <Cockpit/radiostack.hxx>
-#include <Cockpit/steam.hxx>
 
 #include <FDM/UIUCModel/uiuc_aircraftdir.h>
 #include <GUI/gui.h>
 #include <Model/acmodel.hxx>
 #include <Model/modelmgr.hxx>
-#include <Model/model.hxx>
-#include <Main/location.hxx>
+#include <Model/panelnode.hxx>
 #ifdef FG_NETWORK_OLK
 #include <NetworkOLK/network.h>
 #endif
-#include <Objects/matlib.hxx>
+
+#ifdef FG_MPLAYER_AS
+#include <MultiPlayer/multiplaytxmgr.hxx>
+#include <MultiPlayer/multiplayrxmgr.hxx>
+#endif
+
 #include <Scenery/scenery.hxx>
 #include <Scenery/tilemgr.hxx>
 #ifdef ENABLE_AUDIO_SUPPORT
-#  include <Sound/soundmgr.hxx>
 #  include <Sound/fg_fx.hxx>
 #  include <Sound/morse.hxx>
 #endif
+#include <Systems/system_mgr.hxx>
+#include <Instrumentation/instrument_mgr.hxx>
 #include <Time/FGEventMgr.hxx>
 #include <Time/fg_timer.hxx>
 #include <Time/light.hxx>
 #include <Time/sunpos.hxx>
 #include <Time/tmp.hxx>
 
-#include <Input/input.hxx>
-
 // ADA
 #include <simgear/misc/sgstream.hxx>
 #include <simgear/math/point3d.hxx>
@@ -128,10 +139,28 @@ SG_USING_STD(endl);
 #include <FDM/ADA.hxx>
 #include <Scenery/tileentry.hxx>
 
-#if !defined(sgi)
-// PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
-// PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
+#include "fg_commands.hxx"
+
+#ifdef FG_EXPERIMENTAL_POINT_LIGHTING
+#ifdef WIN32
+  typedef void (APIENTRY * PFNGLPOINTPARAMETERFEXTPROC)(GLenum pname,
+                                                        GLfloat param);
+  typedef void (APIENTRY * PFNGLPOINTPARAMETERFVEXTPROC)(GLenum pname,
+                                                         const GLfloat *params);
+
+  PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
+  PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
+#elif linux
+  #include <GL/glx.h>
+
+  typedef void (* OpenGLFuncExt)(GLenum pname, GLfloat param);
+  typedef void (* OpenGLFuncExtv)(GLenum pname, const GLfloat *params);
+
+  OpenGLFuncExt glPointParameterfEXT = 0;
+  OpenGLFuncExtv glPointParameterfvEXT = 0;
+#endif
 #endif
+
 float default_attenuation[3] = {1.0, 0.0, 0.0};
 //Required for using GL_extensions
 void fgLoadDCS (void);
@@ -186,28 +215,29 @@ FGGeneral general;
 static int idle_state = 0;
 static long global_multi_loop;
 
-// forward declaration
-void fgReshape( int width, int height );
-
 // 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 fog_exp2_punch_through;
+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
 
-// current fdm/position used for view
-FGInterface cur_view_fdm;
-
 // Sky structures
 SGSky *thesky;
 
+#ifdef FG_USE_CLOUDS_3D
+  SkySceneLoader *sgClouds3d;
+  bool _bcloud_orig = true;
+#endif
+
 // hack
 sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
 {
@@ -238,6 +268,7 @@ sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
 //
 
 
+ssgSimpleState *cloud3d_imposter_state;
 ssgSimpleState *default_state;
 ssgSimpleState *hud_and_panel;
 ssgSimpleState *menus;
@@ -245,6 +276,7 @@ ssgSimpleState *menus;
 SGTimeStamp last_time_stamp;
 SGTimeStamp current_time_stamp;
 
+
 void fgBuildRenderStates( void ) {
     default_state = new ssgSimpleState;
     default_state->ref();
@@ -258,6 +290,20 @@ void fgBuildRenderStates( void ) {
     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 );
@@ -282,7 +328,7 @@ void fgInitVisuals( void ) {
 #ifndef GLUT_WRONG_VERSION
     // Go full screen if requested ...
     if ( fgGetBool("/sim/startup/fullscreen") ) {
-       glutFullScreen();
+        glutFullScreen();
     }
 #endif
 
@@ -301,15 +347,15 @@ void fgInitVisuals( void ) {
 
     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 );
+         (!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 );
+        glHint ( GL_FOG_HINT, GL_NICEST );
     }
     if ( fgGetBool("/sim/rendering/wireframe") ) {
-       // draw wire frame
-       glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+        // draw wire frame
+        glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
     }
 
     // This is the default anyways, but it can't hurt
@@ -328,7 +374,7 @@ void trRenderFrame( void ) {
     if ( fgPanelVisible() ) {
         GLfloat height = fgGetInt("/sim/startup/ysize");
         GLfloat view_h =
-            (current_panel->getViewHeight() - current_panel->getYOffset())
+            (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
             * (height / 768.0) + 1;
         glTranslatef( 0.0, view_h, 0.0 );
     }
@@ -356,6 +402,7 @@ void trRenderFrame( void ) {
     // 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 );
 
@@ -375,37 +422,37 @@ void trRenderFrame( void ) {
     ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
 
     // draw the lights
-    glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
+    glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
     ssgSetNearFar( scene_nearplane, scene_farplane );
-    ssgCullAndDraw( globals->get_scenery()->get_lighting() );
+    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 );
+        thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
 
     globals->get_model_mgr()->draw();
     globals->get_aircraft_model()->draw();
-
-    // need to do this here as hud_and_panel state is static to
-    // main.cxx  and HUD and Panel routines have to be called with
-    // knowledge of the the TR struct < see gui.cxx::HighResDump()
-    hud_and_panel->apply();
 }
 
 
 // Update all Visuals (redraws anything graphics related)
 void fgRenderFrame() {
-  
+
+    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 *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");
+        = fgGetNode("/sim/current-view/ground-level-nearplane-m");
 
     // Update the default (kludged) properties.
     fgUpdateProps();
@@ -416,13 +463,24 @@ void fgRenderFrame() {
     static double last_visibility = -9999;
 
     // update fog params
-    double actual_visibility       = thesky->get_visibility();
+    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;
-        fog_exp2_punch_through = sqrt_m_log01 / ( actual_visibility * 2.5 );
+        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;
@@ -431,353 +489,437 @@ void fgRenderFrame() {
     // 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);
-       }
+        // 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 );
+        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") );
-
-       // set the sun position (done later with ssg calls)
-       // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
-
-       clear_mask = GL_DEPTH_BUFFER_BIT;
-       if ( fgGetBool("/sim/rendering/wireframe") ) {
-           clear_mask |= GL_COLOR_BUFFER_BIT;
-       }
-
-       if ( fgGetBool("/sim/rendering/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") )
+        // 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 ( fgGetBool("/sim/rendering/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 ( fgGetBool("/sim/rendering/skyblend") ) {
-           /* cout << "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] << endl;
-           cout << "    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] << endl;
-           cout << "    sun_angle = " << cur_light_params.sun_angle
-                << "    moon_angle = " << cur_light_params.moon_angle
-                 << endl; */
-           thesky->repaint( cur_light_params.sky_color,
-                            cur_light_params.adj_fog_color,
-                            cur_light_params.sun_angle,
-                            cur_light_params.moon_angle,
-                            globals->get_ephem()->getNumPlanets(),
-                            globals->get_ephem()->getPlanets(),
-                            globals->get_ephem()->getNumStars(),
-                            globals->get_ephem()->getStars() );
-           /* cout << "thesky->reposition( view_pos = " << view_pos[0] << " "
-                << view_pos[1] << " " << view_pos[2] << endl;
-           cout << "    zero_elev = " << zero_elev[0] << " "
-                << zero_elev[1] << " " << zero_elev[2]
-                << " lon = " << cur_fdm_state->get_Longitude()
-                << " lat = " << cur_fdm_state->get_Latitude() << endl;
-           cout << "    sun_rot = " << cur_light_params.sun_rotation
-                << " gst = " << SGTime::cur_time_params->getGst() << endl;
-           cout << "    sun ra = " << globals->get_ephem()->getSunRightAscension()
-                << " sun dec = " << globals->get_ephem()->getSunDeclination() 
-                << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
-                << " moon dec = " << globals->get_ephem()->getMoonDeclination() << endl; */
-
-           thesky->reposition( current__view->get_view_pos(),
-                               current__view->get_zero_elev(),
-                               current__view->get_world_up(),
-                               current__view->getLongitude_deg()
-                                 * SGD_DEGREES_TO_RADIANS,
-                               current__view->getLatitude_deg()
-                                 * SGD_DEGREES_TO_RADIANS,
-                               current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
-                               cur_light_params.sun_rotation,
-                               globals->get_time_params()->getGst(),
-                               globals->get_ephem()->getSunRightAscension(),
-                               globals->get_ephem()->getSunDeclination(),
-                               50000.0,
-                               globals->get_ephem()->getMoonRightAscension(),
-                               globals->get_ephem()->getMoonDeclination(),
-                               50000.0 );
-       }
-
-       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 );
+        // Set correct opengl fog density
+        glFogf (GL_FOG_DENSITY, fog_exp2_density);
+
+        // update the sky dome
+        if ( fgGetBool("/sim/rendering/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 );
+            */
+            thesky->repaint( cur_light_params.sky_color,
+                             cur_light_params.adj_fog_color,
+                             cur_light_params.cloud_color,
+                             cur_light_params.sun_angle,
+                             cur_light_params.moon_angle,
+                             globals->get_ephem()->getNumPlanets(),
+                             globals->get_ephem()->getPlanets(),
+                             globals->get_ephem()->getNumStars(),
+                             globals->get_ephem()->getStars() );
+
+            /*
+            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() );
+            */
+
+            thesky->reposition( current__view->get_view_pos(),
+                            current__view->get_zero_elev(),
+                            current__view->get_world_up(),
+                            current__view->getLongitude_deg()
+                               * SGD_DEGREES_TO_RADIANS,
+                            current__view->getLatitude_deg()
+                               * SGD_DEGREES_TO_RADIANS,
+                            current__view->getAltitudeASL_ft()
+                               * SG_FEET_TO_METER,
+                            cur_light_params.sun_rotation,
+                            globals->get_time_params()->getGst(),
+                            globals->get_ephem()->getSunRightAscension(),
+                            globals->get_ephem()->getSunDeclination(),
+                            50000.0,
+                            globals->get_ephem()->getMoonRightAscension(),
+                            globals->get_ephem()->getMoonDeclination(),
+                            50000.0 );
+        }
+
+        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.
-       GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
-       GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-       glLightModelfv( GL_LIGHT_MODEL_AMBIENT, 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 );
+        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 ) ;
+        // 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() );
+        // glMatrixMode( GL_PROJECTION );
+        // glLoadIdentity();
+        ssgSetFOV( current__view->get_h_fov(),
+                   current__view->get_v_fov() );
 
-       double agl =
+        double agl =
             current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
-           - globals->get_scenery()->get_cur_elev();
+            - globals->get_scenery()->get_cur_elev();
 
         if ( agl > 10.0 ) {
             scene_nearplane = 10.0f;
             scene_farplane = 120000.0f;
-       } else {
+        } 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
+        // $$$ begin - added VS Renganthan 17 Oct 2K
+        if(objc)
+          fgUpdateDCS();
+        // $$$ 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
+        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;
+            }
 
-       // position tile nodes and update range selectors
+            // fgd_sel->select(1);
+            // sgCopyMat4( sgTUX, current_view.sgVIEW);
+            // sgCoord fgdpos;
+            // sgSetCoord( &fgdpos, sgFGD_VIEW );
+            // fgd_pos->setTransform( &fgdpos);
+        }
+# endif
 
-        // this is done in the main loop now...
-        // global_tile_mgr.prep_ssg_nodes(visibility_meters);
+#ifdef FG_MPLAYER_AS
+        // Update any multiplayer models
+        globals->get_multiplayer_rx_mgr()->Update();
+#endif
 
-       if ( fgGetBool("/sim/rendering/skyblend") ) {
-           // draw the sky backdrop
+        if ( fgGetBool("/sim/rendering/skyblend") &&
+             fgGetBool("/sim/rendering/draw-otw") )
+        {
+            // draw the sky backdrop
 
             // we need a white diffuse light for the phase of the moon
             ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
 
-           thesky->preDraw();
+            thesky->preDraw();
 
             // return to the desired diffuse color
             ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
-       }
+        }
 
-       // draw the ssg scene
-       glEnable( GL_DEPTH_TEST );
+        // draw the ssg scene
+        glEnable( GL_DEPTH_TEST );
 
         ssgSetNearFar( scene_nearplane, scene_farplane );
-       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 and
-       // the frustum set to a different 25% of the full range of
-       // view.  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 == 0) {
-         sgFrustum f;
-         switch (counter) {
-         case 200:
-           f.setFrustum(SG_180, SG_ZERO, SG_90, SG_ZERO, 0, 500000000);
-           break;
-         case 400:
-           f.setFrustum(SG_ZERO, SG_180, SG_90, SG_ZERO, 0, 500000000);
-           break;
-         case 600:
-           f.setFrustum(SG_180, SG_ZERO, SG_ZERO, SG_90, 0, 500000000);
-           break;
-         case 800:
-           f.setFrustum(SG_ZERO, SG_180, SG_ZERO, SG_90, 0, 500000000);
-           counter = 0;
-           break;
-         }
-         sgMat4 m;
-         ssgGetModelviewMatrix(m);
-         globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
-       }
-
-       // change state for lighting here
-
-       // draw lighting
-       // Set punch through fog density
-       glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
-
-#ifdef FG_EXPERIMENTAL_LIGHTING
+
+        if ( fgGetBool("/sim/rendering/wireframe") ) {
+            // draw wire frame
+            glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+        }
+        if ( fgGetBool("/sim/rendering/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 );
+
+#ifdef FG_EXPERIMENTAL_POINT_LIGHTING
         // Enable states for drawing points with GL_extension
-       if (glutExtensionSupported("GL_EXT_point_parameters")) {
-            glEnable(GL_POINT_SMOOTH);
-            float quadratic[3] = {1.0, 0.01, 0.0001};
-            // get the address of our OpenGL extensions
-#if !defined(sgi)
-            glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC) 
-                wglGetProcAddress("glPointParameterfEXT");
-            glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC) 
-                wglGetProcAddress("glPointParameterfvEXT");
-#endif
+        glEnable(GL_POINT_SMOOTH);
+
+        if ( fgGetBool("/sim/rendering/distance-attenuation")
+             && glutExtensionSupported("GL_EXT_point_parameters") )
+        {
+            float quadratic[3] = {1.0, 0.001, 0.0000001};
             // makes the points fade as they move away
             glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
             glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0); 
-            glPointSize(4.0);
-
-            // Enable states for drawing runway lights with spherical mapping
-            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);
-
-            //Maybe this is not the best way, but it works !!
-            glPolygonMode(GL_FRONT, GL_POINT);
-            glCullFace(GL_BACK);
-            glEnable(GL_CULL_FACE);
-       }
+        }
+        glPointSize(4.0);
 
-       glDisable( GL_LIGHTING );
         // blending function for runway lights
         glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
-       glEnable(GL_BLEND);
 #endif
 
-        ssgSetNearFar( scene_nearplane, scene_farplane );
-       ssgCullAndDraw( globals->get_scenery()->get_lighting() );
+        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 ( fgGetBool("/sim/rendering/draw-otw") ) {
+            ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
+        }
 
-#ifdef FG_EXPERIMENTAL_LIGHTING
-       if (glutExtensionSupported("GL_EXT_point_parameters")) {
-            // Disable states used for runway lighting
-            glPolygonMode(GL_FRONT, GL_FILL);
+        // 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 ( fgGetBool("/sim/rendering/draw-otw") ) {
+            ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
+        }
 
-            glDisable(GL_TEXTURE_GEN_S);
-            glDisable(GL_TEXTURE_GEN_T);
+        // 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++;
+
+
+#ifdef FG_EXPERIMENTAL_POINT_LIGHTING
+        if ( fgGetBool("/sim/rendering/distance-attenuation")
+             && glutExtensionSupported("GL_EXT_point_parameters") )
+        {
             glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
                                   default_attenuation);
-       }
+        }
 
         glPointSize(1.0);
+        glDisable(GL_POINT_SMOOTH);
 #endif
 
-       if ( fgGetBool("/sim/rendering/skyblend") ) {
-           // draw the sky cloud layers
-         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();
-
-       // display HUD && Panel
-       glDisable( GL_FOG );
-       glDisable( GL_DEPTH_TEST );
-       // glDisable( GL_CULL_FACE );
-       // glDisable( GL_TEXTURE_2D );
+        // draw ground lighting
+        glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
+        if ( fgGetBool("/sim/rendering/draw-otw") ) {
+            ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
+        }
 
-       // update the input subsystem
-       current_input.update(delta_time_sec);
+        if ( fgGetBool("/sim/rendering/skyblend") ) {
+            // draw the sky cloud layers
+            if ( fgGetBool("/environment/clouds/status") &&
+                 fgGetBool("/sim/rendering/draw-otw") )
+            {
+                thesky->postDraw( cur_fdm_state->get_Altitude()
+                                  * SG_FEET_TO_METER );
+            }
+        }
 
-       // update the controls subsystem
-       globals->get_controls()->update(delta_time_sec);
+        if ( fgGetBool("/sim/rendering/clouds3d") &&
+             fgGetBool("/sim/rendering/draw-otw") )
+        {
+            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 ) ;
+        }
 
-       hud_and_panel->apply();
-       fgCockpitUpdate();
+        if ( fgGetBool("/sim/rendering/draw-otw") ) {
+            globals->get_model_mgr()->draw();
+            globals->get_aircraft_model()->draw();
+        }
 
-       // Use the hud_and_panel ssgSimpleState for rendering the ATC output
-       // This only works properly if called before the panel call
-       globals->get_ATC_display()->update(delta_time_sec);
+        // display HUD && Panel
+        glDisable( GL_FOG );
+        glDisable( GL_DEPTH_TEST );
+        // glDisable( GL_CULL_FACE );
+        // glDisable( GL_TEXTURE_2D );
 
-       // update the panel subsystem
-       if ( current_panel != NULL ) {
-           current_panel->update(delta_time_sec);
-       }
+        // update the controls subsystem
+        globals->get_controls()->update(delta_time_sec);
 
-       // We can do translucent menus, so why not. :-)
-       menus->apply();
-       glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-       puDisplay();
-       // glDisable ( GL_BLEND ) ;
+        hud_and_panel->apply();
+        fgCockpitUpdate();
 
-       // glEnable( GL_FOG );
+        // 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);
 
-       globals->get_logger()->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();
@@ -793,9 +935,6 @@ void fgUpdateTimeDepCalcs() {
     //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
 
     fgLIGHT *l = &cur_light_params;
-    int i;
-
-    long multi_loop = 1;
 
     // Initialize the FDM here if it hasn't been and if we have a
     // scenery elevation hit.
@@ -806,34 +945,31 @@ void fgUpdateTimeDepCalcs() {
     if ( !cur_fdm_state->get_inited() &&
          globals->get_scenery()->get_cur_elev() > -9990 )
     {
-       SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");  
-       
-       cur_fdm_state->init();
-       if ( cur_fdm_state->get_bound() ) {
-           cur_fdm_state->unbind();
-       }
-       cur_fdm_state->bind();
+        SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");  
+        cur_fdm_state->init();
+        if ( cur_fdm_state->get_bound() ) {
+            cur_fdm_state->unbind();
+        }
+        cur_fdm_state->bind();
     }
 
+#ifndef FG_WEATHERCM
+    globals->get_environment_mgr()->update(delta_time_sec);
+#endif
+
     // conceptually, the following block could be done for each fdm
     // instance ...
     if ( !cur_fdm_state->get_inited() ) {
-       // do nothing, fdm isn't inited yet
+        // do nothing, fdm isn't inited yet
     } else {
-       // we have been inited, and  we are good to go ...
-
-       if ( !inited ) {
-           inited = true;
-       }
+        // we have been inited, and  we are good to go ...
 
-       globals->get_autopilot()->update(delta_time_sec);
-       cur_fdm_state->update(delta_time_sec);
-       globals->get_steam()->update(delta_time_sec);
-    }
+        if ( !inited ) {
+            inited = true;
+        }
 
-    if ( !strcmp(fgGetString("/sim/view-mode"), "pilot") ) {
-       cur_view_fdm = *cur_fdm_state;
-       // do nothing
+        globals->get_autopilot()->update(delta_time_sec);
+        cur_fdm_state->update(delta_time_sec);
     }
 
     globals->get_model_mgr()->update(delta_time_sec);
@@ -846,8 +982,8 @@ void fgUpdateTimeDepCalcs() {
 
     // Update solar system
     globals->get_ephem()->update( globals->get_time_params()->getMjd(),
-                                 globals->get_time_params()->getLst(),
-                                 cur_fdm_state->get_Latitude() );
+                              globals->get_time_params()->getLst(),
+                              cur_fdm_state->get_Latitude() );
 
     // Update radio stack model
     current_radiostack->update(delta_time_sec);
@@ -867,22 +1003,30 @@ static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
 // for the next move and update the display?
 static void fgMainLoop( void ) {
 
-    // Update the elapsed time.
-    current_time_stamp.stamp();
-    delta_time_sec = double(current_time_stamp - last_time_stamp) / 1000000.0;
-    last_time_stamp = current_time_stamp;
-    globals->inc_sim_time_sec( delta_time_sec );
-
     static const SGPropertyNode *longitude
-       = fgGetNode("/position/longitude-deg");
+        = fgGetNode("/position/longitude-deg");
     static const SGPropertyNode *latitude
-       = fgGetNode("/position/latitude-deg");
+        = fgGetNode("/position/latitude-deg");
     static const SGPropertyNode *altitude
-       = fgGetNode("/position/altitude-ft");
+        = fgGetNode("/position/altitude-ft");
     static const SGPropertyNode *clock_freeze
-       = fgGetNode("/sim/freeze/clock", true);
+        = fgGetNode("/sim/freeze/clock", true);
     static const SGPropertyNode *cur_time_override
-       = fgGetNode("/sim/time/cur-time-override", true);
+        = fgGetNode("/sim/time/cur-time-override", true);
+
+    // Update the elapsed time.
+    static bool first_time = true;
+    if ( first_time ) {
+        last_time_stamp.stamp();
+        first_time = false;
+    }
+    current_time_stamp.stamp();
+    delta_time_sec = double(current_time_stamp - last_time_stamp) / 1000000.0;
+    if (clock_freeze->getBoolValue())
+        delta_time_sec = 0;
+    last_time_stamp = current_time_stamp;
+    globals->inc_sim_time_sec( delta_time_sec );
+    SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
 
     static long remainder = 0;
     long elapsed;
@@ -896,9 +1040,12 @@ static void fgMainLoop( void ) {
 
     SGTime *t = globals->get_time_params();
 
-    FGLocation * acmodel_location = 0;
+    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 = (FGLocation *)  cur_fdm_state->getACModel()->get3DModel()->getFGLocation();
+      acmodel_location = (SGLocation *)  cur_fdm_state->getACModel()->get3DModel()->getSGLocation();
     }
 
     SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
@@ -906,11 +1053,11 @@ static void fgMainLoop( void ) {
 
 #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
-       }
+        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
 
@@ -926,43 +1073,39 @@ static void fgMainLoop( void ) {
     // init routine and we don't have to worry about it again.
 #endif
 
-#ifndef FG_WEATHERCM
-    globals->get_environment_mgr()->update(delta_time_sec);
-#endif
-
     // Fix elevation.  I'm just sticking this here for now, it should
     // probably move eventually
 
     /* printf("Before - ground = %.2f  runway = %.2f  alt = %.2f\n",
-          scenery.get_cur_elev(),
-          cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
-          cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
+           scenery.get_cur_elev(),
+           cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
+           cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
 
 // Curt is this code used?  I don't see any problems when I comment it out.
     if ( acmodel_location != 0 ) {
       if ( acmodel_location->get_cur_elev_m() > -9990 && cur_fdm_state->get_inited() ) {
-       if ( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER < 
-            (acmodel_location->get_cur_elev_m() + alt_adjust_m - 3.0) ) {
-           // now set aircraft altitude above ground
-           printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n", 
-                  cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
-                  acmodel_location->get_cur_elev_m() + alt_adjust_m - 3.0,
-                  acmodel_location->get_cur_elev_m() + alt_adjust_m );
-           cur_fdm_state->set_Altitude( (acmodel_location->get_cur_elev_m() 
+        if ( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER < 
+             (acmodel_location->get_cur_elev_m() + alt_adjust_m - 3.0) ) {
+            // now set aircraft altitude above ground
+            printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n", 
+               cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
+               acmodel_location->get_cur_elev_m() + alt_adjust_m - 3.0,
+               acmodel_location->get_cur_elev_m() + alt_adjust_m );
+            cur_fdm_state->set_Altitude( (acmodel_location->get_cur_elev_m() 
                                                 + alt_adjust_m) * SG_METER_TO_FEET );
-           SG_LOG( SG_ALL, SG_DEBUG, 
-                   "<*> resetting altitude to " 
-                   << cur_fdm_state->get_Altitude() * SG_FEET_TO_METER
-                   << " meters" );
-       }
+            SG_LOG( SG_ALL, SG_DEBUG, 
+                "<*> resetting altitude to " 
+                << cur_fdm_state->get_Altitude() * SG_FEET_TO_METER
+                << " meters" );
+        }
       }
     }
 // End of code in question. (see Curt is this code used? above)
 
     /* printf("Adjustment - ground = %.2f  runway = %.2f  alt = %.2f\n",
-          scenery.get_cur_elev(),
-          cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
-          cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
+           scenery.get_cur_elev(),
+           cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
+           cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
 
     // cout << "Warp = " << globals->get_warp() << endl;
 
@@ -970,50 +1113,50 @@ static void fgMainLoop( void ) {
     static bool last_clock_freeze = false;
 
     if ( clock_freeze->getBoolValue() ) {
-       // clock freeze requested
-       if ( cur_time_override->getLongValue() == 0 ) {
-           fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
-           globals->set_warp( 0 );
-       }
+        // clock freeze requested
+        if ( cur_time_override->getLongValue() == 0 ) {
+            fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
+            globals->set_warp( 0 );
+        }
     } else {
-       // no clock freeze requested
-       if ( last_clock_freeze == true ) {
-           // clock just unfroze, let's set warp as the difference
-           // between frozen time and current time so we don't get a
-           // time jump (and corresponding sky object and lighting
-           // jump.)
-           globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
-           fgSetLong( "/sim/time/cur-time-override", 0 );
-       }
-       if ( globals->get_warp_delta() != 0 ) {
-           globals->inc_warp( globals->get_warp_delta() );
-       }
+        // no clock freeze requested
+        if ( last_clock_freeze == true ) {
+            // clock just unfroze, let's set warp as the difference
+            // between frozen time and current time so we don't get a
+            // time jump (and corresponding sky object and lighting
+            // jump.)
+            globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
+            fgSetLong( "/sim/time/cur-time-override", 0 );
+        }
+        if ( globals->get_warp_delta() != 0 ) {
+            globals->inc_warp( globals->get_warp_delta() );
+        }
     }
 
     last_clock_freeze = clock_freeze->getBoolValue();
 
     t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
-              latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
-              cur_time_override->getLongValue(),
-              globals->get_warp() );
+               latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
+               cur_time_override->getLongValue(),
+               globals->get_warp() );
 
     if ( globals->get_warp_delta() != 0 ) {
-       fgUpdateSkyAndLightingParams();
+        fgUpdateSkyAndLightingParams();
     }
 
     // update magvar model
     globals->get_mag()->update( longitude->getDoubleValue()
-                                 * SGD_DEGREES_TO_RADIANS,
-                               latitude->getDoubleValue()
-                                 * SGD_DEGREES_TO_RADIANS,
-                               altitude->getDoubleValue() * SG_FEET_TO_METER,
-                               globals->get_time_params()->getJD() );
+                              * SGD_DEGREES_TO_RADIANS,
+                            latitude->getDoubleValue()
+                              * SGD_DEGREES_TO_RADIANS,
+                            altitude->getDoubleValue() * SG_FEET_TO_METER,
+                            globals->get_time_params()->getJD() );
 
     // Get elapsed time (in usec) for this past frame
     elapsed = fgGetTimeInterval();
     SG_LOG( SG_ALL, SG_DEBUG, 
-           "Elapsed time interval is = " << elapsed 
-           << ", previous remainder is = " << remainder );
+            "Elapsed time interval is = " << elapsed 
+            << ", previous remainder is = " << remainder );
 
     // Calculate frame rate average
 #ifdef FANCY_FRAME_COUNTER
@@ -1036,20 +1179,23 @@ static void fgMainLoop( void ) {
     }
 #else
     if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
-       general.set_frame_rate( frames );
-       SG_LOG( SG_ALL, SG_DEBUG, 
-               "--> Frame rate is = " << general.get_frame_rate() );
-       frames = 0;
+        general.set_frame_rate( frames );
+        fgSetInt("/sim/frame-rate", frames);
+        SG_LOG( SG_ALL, SG_DEBUG, 
+            "--> Frame rate is = " << general.get_frame_rate() );
+        frames = 0;
     }
     last_time = t->get_cur_time();
     ++frames;
 #endif
 
     // Run ATC subsystem
-    globals->get_ATC_mgr()->update(delta_time_sec);
+    if (fgGetBool("/sim/ATC/enabled"))
+        globals->get_ATC_mgr()->update(delta_time_sec);
 
     // Run the AI subsystem
-    // globals->get_AI_mgr()->update(delta_time_sec);
+    if (fgGetBool("/sim/ai-traffic/enabled"))
+        globals->get_AI_mgr()->update(delta_time_sec);
 
     // Run flight model
 
@@ -1057,45 +1203,44 @@ static void fgMainLoop( void ) {
     elapsed += remainder;
 
     global_multi_loop = (long)(((double)elapsed * 0.000001) * 
-                             fgGetInt("/sim/model-hz"));
+                          fgGetInt("/sim/model-hz"));
     remainder = elapsed - ( (global_multi_loop*1000000) / 
-                           fgGetInt("/sim/model-hz") );
+                        fgGetInt("/sim/model-hz") );
     SG_LOG( SG_ALL, SG_DEBUG, 
-           "Model iterations needed = " << global_multi_loop
-           << ", new remainder = " << remainder );
-       
+            "Model iterations needed = " << global_multi_loop
+            << ", new remainder = " << remainder );
+        
     // chop max interations to something reasonable if the sim was
     // delayed for an excesive amount of time
     if ( global_multi_loop > 2.0 * fgGetInt("/sim/model-hz") ) {
-       global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") );
-       remainder = 0;
+        global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") );
+        remainder = 0;
     }
 
     // flight model
     if ( global_multi_loop > 0 ) {
-       fgUpdateTimeDepCalcs();
+        fgUpdateTimeDepCalcs();
     } else {
-       SG_LOG( SG_ALL, SG_DEBUG, 
-               "Elapsed time is zero ... we're zinging" );
+        SG_LOG( SG_ALL, SG_DEBUG, 
+            "Elapsed time is zero ... we're zinging" );
     }
 
-#if ! defined( macintosh )
     // Do any I/O channel work that might need to be done
-    fgIOProcess();
-#endif
+    globals->get_io()->update( delta_time_sec );
 
     // see if we need to load any deferred-load textures
-    material_lib.load_next_deferred();
+    globals->get_matlib()->load_next_deferred();
 
     // Run audio scheduler
 #ifdef ENABLE_AUDIO_SUPPORT
     if ( fgGetBool("/sim/sound/audible")
            && globals->get_soundmgr()->is_working() ) {
-       globals->get_fx()->update(1); // FIXME: use dt
-       globals->get_soundmgr()->update(1); // FIXME: use dt
+        globals->get_soundmgr()->update( delta_time_sec );
     }
 #endif
 
+    globals->get_subsystem_mgr()->update(delta_time_sec);
+
     //
     // Tile Manager updates - see if we need to load any new scenery tiles.
     //   this code ties together the fdm, viewer and scenery classes...
@@ -1106,61 +1251,45 @@ static void fgMainLoop( void ) {
 
     // update tile manager for FDM...
     // ...only if location is different than the viewer (to avoid duplicating effort)
-    if( acmodel_location != current_view->getFGLocation() ) {
+    if( acmodel_location != current_view->getSGLocation() ) {
       if( acmodel_location != 0 ) {
-        global_tile_mgr.prep_ssg_nodes(visibility_meters,
-               acmodel_location->get_world_up(),
-               acmodel_location->get_tile_center());
-        global_tile_mgr.update( acmodel_location->getLongitude_deg(),
-                           acmodel_location->getLatitude_deg(),
-                            visibility_meters,
-                            acmodel_location->get_absolute_view_pos(),
-                            acmodel_location->get_current_bucket(),
-                            acmodel_location->get_previous_bucket(),
-                            acmodel_location->get_tile_center()
-                            );
-        // save results of update in FGLocation for fdm...
+        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() );
+          acmodel_location->
+              set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
         }
-        acmodel_location->set_current_bucket( global_tile_mgr.get_current_bucket() );
-        acmodel_location->set_previous_bucket( global_tile_mgr.get_previous_bucket() );
-        acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
+        acmodel_location->
+            set_tile_center( globals->get_scenery()->get_next_center() );
       }
     }
 
-    global_tile_mgr.prep_ssg_nodes(visibility_meters,
-       current_view->getFGLocation()->get_world_up(),
-       current_view->getFGLocation()->get_tile_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.
-    global_tile_mgr.update( current_view->getLongitude_deg(),
-                           current_view->getLatitude_deg(),
-                            visibility_meters,
-                            current_view->get_absolute_view_pos(),
-                            current_view->getFGLocation()->get_current_bucket(),
-                            current_view->getFGLocation()->get_previous_bucket(),
-                            current_view->getFGLocation()->get_tile_center()
-                            );
-    // save results of update in FGLocation for fdm...
+    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->getFGLocation()->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->getFGLocation()->set_current_bucket( global_tile_mgr.get_current_bucket() );
-    current_view->getFGLocation()->set_previous_bucket( global_tile_mgr.get_previous_bucket() );
-    current_view->getFGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
+    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 FGLocation as well...
-    if( acmodel_location == current_view->getFGLocation() ) {
+    //   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() );
         }
-        acmodel_location->set_current_bucket( global_tile_mgr.get_current_bucket() );
-        acmodel_location->set_previous_bucket( global_tile_mgr.get_previous_bucket() );
         acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
       }
     }
@@ -1185,86 +1314,89 @@ static void fgIdleFunction ( void ) {
     // printf("idle state == %d\n", idle_state);
 
     if ( idle_state == 0 ) {
-       // Initialize the splash screen right away
-       if ( fgGetBool("/sim/startup/splash-screen") ) {
-           fgSplashInit();
-       }
-       
-       idle_state++;
+        // Initialize the splash screen right away
+        if ( fgGetBool("/sim/startup/splash-screen") ) {
+            fgSplashInit();
+        }
+        
+        idle_state++;
     } else if ( idle_state == 1 ) {
-       // Initialize audio support
+        // Initialize audio support
 #ifdef ENABLE_AUDIO_SUPPORT
 
-       // Start the intro music
-       if ( fgGetBool("/sim/startup/intro-music") ) {
-           SGPath mp3file( globals->get_fg_root() );
-           mp3file.append( "Sounds/intro.mp3" );
+        // Start the intro music
+        if ( fgGetBool("/sim/startup/intro-music") ) {
+            SGPath mp3file( globals->get_fg_root() );
+            mp3file.append( "Sounds/intro.mp3" );
 
-           SG_LOG( SG_GENERAL, SG_INFO, 
-                   "Starting intro music: " << mp3file.str() );
+            SG_LOG( SG_GENERAL, SG_INFO, 
+                "Starting intro music: " << mp3file.str() );
 
 #if defined( __CYGWIN__ )
-           string command = "start /m `cygpath -w " + mp3file.str() + "`";
+            string command = "start /m `cygpath -w " + mp3file.str() + "`";
 #elif defined( WIN32 )
-           string command = "start /m " + mp3file.str();
+            string command = "start /m " + mp3file.str();
 #else
-           string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
+            string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
 #endif
 
-           system ( command.c_str() );
-       }
+            system ( command.c_str() );
+        }
 #endif
 
-       idle_state++;
+        idle_state++;
     } else if ( idle_state == 2 ) {
-       // These are a few miscellaneous things that aren't really
-       // "subsystems" but still need to be initialized.
+        // These are a few miscellaneous things that aren't really
+        // "subsystems" but still need to be initialized.
 
 #ifdef USE_GLIDE
-       if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
-           grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
-       }
+        if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
+            grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
+        }
 #endif
 
-       idle_state++;
+        idle_state++;
     } else if ( idle_state == 3 ) {
-       // This is the top level init routine which calls all the
-       // other subsystem initialization routines.  If you are adding
-       // a subsystem to flightgear, its initialization call should
-       // located in this routine.
-       if( !fgInitSubsystems()) {
-           SG_LOG( SG_GENERAL, SG_ALERT,
-                   "Subsystem initializations failed ..." );
-           exit(-1);
-       }
-
-       idle_state++;
+        // This is the top level init routine which calls all the
+        // other subsystem initialization routines.  If you are adding
+        // a subsystem to flightgear, its initialization call should
+        // located in this routine.
+        if( !fgInitSubsystems()) {
+            SG_LOG( SG_GENERAL, SG_ALERT,
+                "Subsystem initializations failed ..." );
+            exit(-1);
+        }
+
+        idle_state++;
     } else if ( idle_state == 4 ) {
-       // setup OpenGL view parameters
-       fgInitVisuals();
+        // setup OpenGL view parameters
+        fgInitVisuals();
+
+        // Read the list of available aircrafts
+        fgReadAircraft();
 
-       idle_state++;
+        idle_state++;
     } else if ( idle_state == 5 ) {
 
-       idle_state++;
+        idle_state++;
     } else if ( idle_state == 6 ) {
-       // sleep(1);
-       idle_state = 1000;
+        // sleep(1);
+        idle_state = 1000;
 
-       cout << "Panel visible = " << fgPanelVisible() << endl;
-       fgReshape( fgGetInt("/sim/startup/xsize"),
-                  fgGetInt("/sim/startup/ysize") );
+        SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
+        fgReshape( fgGetInt("/sim/startup/xsize"),
+               fgGetInt("/sim/startup/ysize") );
     } 
 
     if ( idle_state == 1000 ) {
-       // We've finished all our initialization steps, from now on we
-       // run the main loop.
+        // We've finished all our initialization steps, from now on we
+        // run the main loop.
 
-       glutIdleFunc(fgMainLoop);
+        glutIdleFunc(fgMainLoop);
     } else {
-       if ( fgGetBool("/sim/startup/splash-screen") ) {
-           fgSplashUpdate(0.0);
-       }
+        if ( fgGetBool("/sim/startup/splash-screen") ) {
+            fgSplashUpdate(0.0, 1.0);
+        }
     }
 }
 
@@ -1274,18 +1406,18 @@ void fgReshape( int width, int height ) {
     int view_h;
 
     if ( (!fgGetBool("/sim/virtual-cockpit"))
-        && fgPanelVisible() && idle_state == 1000 ) {
-       view_h = (int)(height * (current_panel->getViewHeight() -
-                                current_panel->getYOffset()) / 768.0);
+         && fgPanelVisible() && idle_state == 1000 ) {
+        view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
+                             globals->get_current_panel()->getYOffset()) / 768.0);
     } else {
-       view_h = height;
+        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);
+        set_aspect_ratio((float)view_h / (float)width);
     }
 
     glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
@@ -1295,13 +1427,19 @@ void fgReshape( int width, int height ) {
     guiInitMouse(width, height);
 
     ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
-              viewmgr->get_current_view()->get_v_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
-int fgGlutInit( int *argc, char **argv ) {
+static bool fgGlutInit( int *argc, char **argv ) {
 
 #if !defined( macintosh )
     // GLUT will extract all glut specific options so later on we only
@@ -1309,25 +1447,29 @@ int fgGlutInit( int *argc, char **argv ) {
     glutInit(argc, argv);
 #endif
 
-    // Define Display Parameters
-    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+    // 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") );
+            fgGetInt("/sim/startup/xsize") << "x"
+            << fgGetInt("/sim/startup/ysize") );
 
     // Define initial window size
     glutInitWindowSize( fgGetInt("/sim/startup/xsize"),
-                       fgGetInt("/sim/startup/ysize") );
+                    fgGetInt("/sim/startup/ysize") );
 
     // Initialize windows
     if ( !fgGetBool("/sim/startup/game-mode")) {
-       // Open the regular window
-       glutCreateWindow("FlightGear");
+        // Open the regular window
+        glutCreateWindow("FlightGear");
 #ifndef GLUT_WRONG_VERSION
     } else {
-       // Open the cool new 'game mode' window
-       char game_mode_str[256];
+        // 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
@@ -1335,30 +1477,30 @@ int fgGlutInit( int *argc, char **argv ) {
 #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 );
+        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"));
+        // 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();
+        SG_LOG( SG_GENERAL, SG_INFO, 
+            "game mode params = " << game_mode_str );
+        glutGameModeString( game_mode_str );
+        glutEnterGameMode();
 #endif // GLUT_WRONG_VERSION
     }
 
@@ -1379,12 +1521,12 @@ int fgGlutInit( int *argc, char **argv ) {
     general.set_glDepthBits( tmp );
     SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
 
-    return 1;
+    return true;
 }
 
 
 // Initialize GLUT event handlers
-int fgGlutInitEvents( void ) {
+static bool fgGlutInitEvents( void ) {
     // call fgReshape() on window resizes
     glutReshapeFunc( fgReshape );
 
@@ -1397,12 +1539,11 @@ int fgGlutInitEvents( void ) {
     // draw the scene
     glutDisplayFunc( fgRenderFrame );
 
-    return 1;
+    return true;
 }
 
-
-// Main loop
-int mainLoop( int argc, char **argv ) {
+// Main top level initialization
+static bool fgMainInit( int argc, char **argv ) {
 
 #if defined( macintosh )
     freopen ("stdout.txt", "w", stdout );
@@ -1420,7 +1561,7 @@ int mainLoop( int argc, char **argv ) {
     version = "unknown version";
 #endif
     SG_LOG( SG_GENERAL, SG_INFO, "FlightGear:  Version "
-           << version );
+            << version );
     SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
 
     // Allocate global data structures.  This needs to happen before
@@ -1441,9 +1582,6 @@ int mainLoop( int argc, char **argv ) {
     FGControls *controls = new FGControls;
     globals->set_controls( controls );
 
-    FGSteam *steam = new FGSteam;
-    globals->set_steam( steam );
-
     string_list *col = new string_list;
     globals->set_channel_options_list( col );
 
@@ -1452,40 +1590,40 @@ int mainLoop( int argc, char **argv ) {
     fgInitFGRoot(argc, argv);
 
     // Check for the correct base package version
-    static char required_version[] = "0.7.11pre1";
+    static char required_version[] = "0.9.1";
     string base_version = fgBasePackageVersion();
     if ( !(base_version == required_version) ) {
         // tell the operator how to use this application
-        fgUsage();
-
-       SG_LOG( SG_GENERAL, SG_ALERT, "Base package check failed ... "
-               << "Found version " << base_version << " at: "
-                << globals->get_fg_root() );
-        SG_LOG( SG_GENERAL, SG_ALERT, "Please upgrade to version"
-                << required_version);
-       exit(-1);
+
+        cerr << endl << "Base package check failed ... " \
+             << "Found version " << base_version << " at: " \
+             << globals->get_fg_root() << endl;
+        cerr << "Please upgrade to version: " << required_version << endl;
+        exit(-1);
     }
 
     // Initialize the Aircraft directory to "" (UIUC)
     aircraft_dir = "";
 
-    // Load the configuration parameters
+    // Load the configuration parameters.  (Command line options
+    // overrides config file options.  Config file options override
+    // defaults.)
     if ( !fgInitConfig(argc, argv) ) {
-       SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
-       exit(-1);
+        SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
+        exit(-1);
     }
 
     // Initialize the Window/Graphics environment.
     if( !fgGlutInit(&argc, argv) ) {
-       SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
-       exit(-1);
+        SG_LOG( SG_GENERAL, SG_ALERT, "GLUT initialization failed ..." );
+        exit(-1);
     }
 
     // Initialize the various GLUT Event Handlers.
     if( !fgGlutInitEvents() ) {
      SG_LOG( SG_GENERAL, SG_ALERT, 
-               "GLUT event handler initialization failed ..." );
-       exit(-1);
+ SG_LOG( SG_GENERAL, SG_ALERT, 
+               "GLUT event handler initialization failed ..." );
+        exit(-1);
     }
 
     // Initialize plib net interface
@@ -1500,66 +1638,79 @@ int mainLoop( int argc, char **argv ) {
     // fonts !!!
     guiInit();
 
+    // Read the list of available aircrafts
+    fgReadAircraft();
+
 #ifdef GL_EXT_texture_lod_bias
     glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
 #endif
 
-    // Set position relative to glide slope if requested
-    fgSetPosFromGlideSlope();
-
-    // If we have an explicit, in-range lon/lat, use it.
-    // If not, check for an airport-id and use that.
-    // If not, default to the middle of the KSFO field.
-    // The default values for lon/lat are deliberately out of range
-    // so that the airport-id can take effect; valid lon/lat will
-    // override airport-id, however.
-    double lon_deg = fgGetDouble("/position/longitude-deg");
-    double lat_deg = fgGetDouble("/position/latitude-deg");
-    if (lon_deg < -180 || lon_deg > 180 || lat_deg < -90 || lat_deg > 90) {
-      if ( fgGetString("/sim/startup/airport-id")[0] != '\0' ) {
-       fgSetPosFromAirportIDandHdg( fgGetString("/sim/startup/airport-id"),
-                                    fgGetDouble("/orientation/heading-deg") );
-        // set tower position (a little off the heading for single 
-       // runway airports)
-        fgSetTowerPosFromAirportID( fgGetString("/sim/startup/airport-id"),
-                                   fgGetDouble("orientation/heading") );
-      } else {
-                               // Default to middle of KSFO field
-       fgSetDouble("/position/longitude-deg", -122.374843);
-       fgSetDouble("/position/latitude-deg", 37.619002);
-      }
-    }
+#ifdef FG_EXPERIMENTAL_POINT_LIGHTING
+            // get the address of our OpenGL extensions
+    if ( fgGetBool("/sim/rendering/distance-attenuation") )
+    {
+#ifdef WIN32
+        glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC) 
+            wglGetProcAddress("glPointParameterfEXT");
+        glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC) 
+            wglGetProcAddress("glPointParameterfvEXT");
+#elif linux
+        glPointParameterfEXT = (OpenGLFuncExt) 
+            glXGetProcAddressARB((GLubyte *)"glPointParameterfEXT");
+        glPointParameterfvEXT = (OpenGLFuncExtv) 
+            glXGetProcAddressARB((GLubyte *)"glPointParameterfvEXT");
+#endif
+   }
+#endif
+
+    // based on the requested presets, calculate the true starting
+    // lon, lat
+    fgInitNav();
+    fgInitPosition();
 
     SGTime *t = fgInitTime();
     globals->set_time_params( t );
 
     // Do some quick general initializations
     if( !fgInitGeneral()) {
-       SG_LOG( SG_GENERAL, SG_ALERT, 
-               "General initializations failed ..." );
-       exit(-1);
+        SG_LOG( SG_GENERAL, SG_ALERT, 
+            "General initializations failed ..." );
+        exit(-1);
     }
 
     SGPath modelpath( globals->get_fg_root() );
     ssgModelPath( (char *)modelpath.c_str() );
 
-    // Initialize the global scenery manager
-    globals->set_scenery( new FGScenery );
-    globals->get_scenery()->init();
-    globals->get_scenery()->bind();
+    ////////////////////////////////////////////////////////////////////
+    // Initialize the property-based built-in commands
+    ////////////////////////////////////////////////////////////////////
+    fgInitCommands();
 
     ////////////////////////////////////////////////////////////////////
-    // Initialize the general model subsystem.
+    // Initialize the material manager
     ////////////////////////////////////////////////////////////////////
+    globals->set_matlib( new SGMaterialLib );
 
+    ////////////////////////////////////////////////////////////////////
+    // Initialize the general model subsystem.
+    ////////////////////////////////////////////////////////////////////
+    globals->set_model_lib(new SGModelLib);
     globals->set_model_mgr(new FGModelMgr);
     globals->get_model_mgr()->init();
     globals->get_model_mgr()->bind();
 
     ////////////////////////////////////////////////////////////////////
-    // Initialize the 3D aircraft model subsystem.
+    // Initialize the TG scenery subsystem.
     ////////////////////////////////////////////////////////////////////
+    globals->set_scenery( new FGScenery );
+    globals->get_scenery()->init();
+    globals->get_scenery()->bind();
+    globals->set_tile_mgr( new FGTileMgr );
 
+    ////////////////////////////////////////////////////////////////////
+    // Initialize the 3D aircraft model subsystem (has a dependency on
+    // the scenery subsystem.)
+    ////////////////////////////////////////////////////////////////////
     globals->set_aircraft_model(new FGAircraftModel);
     globals->get_aircraft_model()->init();
     globals->get_aircraft_model()->bind();
@@ -1579,18 +1730,18 @@ int mainLoop( int argc, char **argv ) {
     ephem_data_path.append( "Astro" );
     SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
     ephem->update( globals->get_time_params()->getMjd(),
-                  globals->get_time_params()->getLst(),
-                  0.0 );
+               globals->get_time_params()->getLst(),
+               0.0 );
     globals->set_ephem( ephem );
 
-                               // TODO: move to environment mgr
+                            // TODO: move to environment mgr
     thesky = new SGSky;
     SGPath texture_path(globals->get_fg_root());
     texture_path.append("Textures");
     texture_path.append("Sky");
     for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
-      SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
-      thesky->add_cloud_layer(layer);
+        SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
+        thesky->add_cloud_layer(layer);
     }
 
 
@@ -1600,10 +1751,10 @@ int mainLoop( int argc, char **argv ) {
     thesky->texture_path( sky_tex_path.str() );
 
     thesky->build( 550.0, 550.0,
-                  globals->get_ephem()->getNumPlanets(), 
-                  globals->get_ephem()->getPlanets(), 60000.0,
-                  globals->get_ephem()->getNumStars(),
-                  globals->get_ephem()->getStars(), 60000.0 );
+               globals->get_ephem()->getNumPlanets(), 
+               globals->get_ephem()->getPlanets(), 60000.0,
+               globals->get_ephem()->getNumStars(),
+               globals->get_ephem()->getStars(), 60000.0 );
 
     // Initialize MagVar model
     SGMagVar *magvar = new SGMagVar();
@@ -1620,8 +1771,8 @@ int mainLoop( int argc, char **argv ) {
 #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() ) );
+        printf("Multipilot mode %s\n",
+               fg_net_init( globals->get_scenery()->get_scene_graph() ) );
     }
 #endif
 
@@ -1633,7 +1784,7 @@ int mainLoop( int argc, char **argv ) {
 
     // we never actually get here ... but to avoid compiler warnings,
     // etc.
-    return 0;
+    return false;
 }
 
 
@@ -1667,6 +1818,25 @@ handleFPE (int num)
 }
 #endif
 
+#ifdef __APPLE__
+
+typedef struct
+{
+  int  lo;
+  int  hi;
+} PSN;
+
+extern "C" {
+  short CPSGetCurrentProcess(PSN *psn);
+  short CPSSetProcessName (PSN *psn, char *processname);
+  short CPSEnableForegroundOperation(PSN *psn, int _arg2, int _arg3, int _arg4, int _arg5);
+  short CPSSetFrontProcess(PSN *psn);
+};
+
+#define CPSEnableFG(psn) CPSEnableForegroundOperation(psn,0x03,0x3C,0x2C,0x1103)
+
+#endif
+
 // Main entry point; catch any exceptions that have made it this far.
 int main ( int argc, char **argv ) {
 
@@ -1685,16 +1855,30 @@ int main ( int argc, char **argv ) {
     _control87(MCW_EM, MCW_EM);  /* defined in float.h */
 #endif
 
+    // Keyboard focus hack
+#ifdef __APPLE__
+    {
+      PSN psn;
+
+      glutInit (&argc, argv);
+
+      CPSGetCurrentProcess(&psn);
+      CPSSetProcessName(&psn, "FlightGear");
+      CPSEnableFG(&psn);
+      CPSSetFrontProcess(&psn);
+    }
+#endif
+
     // FIXME: add other, more specific
     // exceptions.
     try {
-        mainLoop(argc, argv);
+        fgMainInit(argc, argv);
     } catch (sg_throwable &t) {
-                               // We must use cerr rather than
-                               // logging, since logging may be
-                               // disabled.
+                            // We must use cerr rather than
+                            // logging, since logging may be
+                            // disabled.
         cerr << "Fatal error: " << t.getFormattedMessage()
-            << "\n (received from " << t.getOrigin() << ')' << endl;
+             << "\n (received from " << t.getOrigin() << ')' << endl;
         exit(1);
     }
 
@@ -1717,7 +1901,7 @@ void fgLoadDCS(void) {
     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() );
+        SG_LOG( SG_TERRAIN, SG_ALERT, "Cannot open file: " << tile_path.str() );
     } else {
 
         SGPath modelpath( globals->get_fg_root() );
@@ -1753,15 +1937,16 @@ void fgLoadDCS(void) {
                 // instance of the last object.
 
                 if ( strcmp(obj_filename,"repeat") != 0) {
-                    ship_obj = ssgLoad( obj_filename );
+                    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_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: "
@@ -1771,100 +1956,102 @@ void fgLoadDCS(void) {
                             << 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;
-                                       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() ) {
+                            // 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 ( 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_branch()->addKid( lightpoints_transform );
-                                               } 
-                                       } //if in1 
+                                               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
+                            // end hack for deck lights
 
                 objc++;
 
@@ -1896,22 +2083,22 @@ void fgUpdateDCS (void) {
     // 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);
-               }
+            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();
+        //int v=getchar();
 
         //Geodetic to Geocentric angles for rotation
-       sgGeodToGeoc(obj_lat[m],obj_alt[m],&sl_radius,&obj_latgc);
+        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]);
@@ -1924,64 +2111,64 @@ void fgUpdateDCS (void) {
         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;
+        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;
@@ -1989,22 +2176,22 @@ void fgUpdateDCS (void) {
 //             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;
-       }
+            // 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
+        ship_sel->select(0xFFFFFFFE); // first object is ownship, added to acmodel
     }
 }