]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/main.cxx
Make sound audiable not until after the scenery is loaded.
[flightgear.git] / src / Main / main.cxx
index bf586ccf658c01ef201b5a042877d81139f32f84..41511d62a53da545f9f1e5520f129189b4bfd221 100644 (file)
@@ -2,7 +2,7 @@
 //
 // Written by Curtis Olson, started May 1997.
 //
-// Copyright (C) 1997 - 2002  Curtis L. Olson  - curt@flightgear.org
+// Copyright (C) 1997 - 2002  Curtis L. Olson  - http://www.flightgear.org/~curt
 //
 // This program is free software; you can redistribute it and/or
 // modify it under the terms of the GNU General Public License as
 #  include <float.h>
 #endif
 
-#include <plib/ssg.h>
 #include <plib/netSocket.h>
 
-#include <simgear/screen/extensions.hxx>
-#include <simgear/scene/material/matlib.hxx>
 #include <simgear/props/props.hxx>
-#include <simgear/scene/sky/sky.hxx>
 #include <simgear/timing/sg_time.hxx>
-#include <simgear/scene/model/animation.hxx>
-#include <simgear/ephemeris/ephemeris.hxx>
-#include <simgear/scene/model/placement.hxx>
 #include <simgear/math/sg_random.h>
+
+// Class refferences
+#include <simgear/ephemeris/ephemeris.hxx>
 #include <simgear/scene/model/modellib.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/model/animation.hxx>
+#include <simgear/scene/sky/sky.hxx>
+#include <Time/light.hxx>
+
 
-#ifdef FG_USE_CLOUDS_3D
-#  include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
-#  include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
-#endif
 
 #include <Include/general.hxx>
-#include <Scenery/tileentry.hxx>
-#include <Time/light.hxx>
-#include <Time/light.hxx>
-#include <Aircraft/aircraft.hxx>
-#include <Cockpit/panel.hxx>
 #include <Cockpit/cockpit.hxx>
-#include <Cockpit/radiostack.hxx>
 #include <Cockpit/hud.hxx>
 #include <Model/panelnode.hxx>
 #include <Model/modelmgr.hxx>
 #include <Model/acmodel.hxx>
 #include <Scenery/scenery.hxx>
 #include <Scenery/tilemgr.hxx>
+#include <Sound/beacon.hxx>
+#include <Sound/morse.hxx>
 #include <FDM/flight.hxx>
 #include <FDM/UIUCModel/uiuc_aircraftdir.h>
-#include <FDM/ADA.hxx>
+// #include <FDM/ADA.hxx>
 #include <ATC/ATCdisplay.hxx>
 #include <ATC/ATCmgr.hxx>
 #include <ATC/AIMgr.hxx>
 #include <Time/tmp.hxx>
 #include <Time/fg_timer.hxx>
 #include <Environment/environment_mgr.hxx>
+#include <GUI/new_gui.hxx>
 
 #ifdef FG_MPLAYER_AS
 #include <MultiPlayer/multiplaytxmgr.hxx>
 #include <MultiPlayer/multiplayrxmgr.hxx>
 #endif
 
-#include "splash.hxx"
+
+
 #include "fg_commands.hxx"
 #include "fg_io.hxx"
+#include "renderer.hxx"
+#include "splash.hxx"
 #include "main.hxx"
 
-float default_attenuation[3] = {1.0, 0.0, 0.0};
-ssgSelector *ship_sel=NULL;
-// upto 32 instances of a same object can be loaded.
-ssgTransform *ship_pos[32];
-double obj_lat[32],obj_lon[32],obj_alt[32],obj_pitch[32],obj_roll[32];
-int objc=0;
-ssgSelector *lightpoints_brightness = new ssgSelector;
-ssgTransform *lightpoints_transform = new ssgTransform;
-FGTileEntry *dummy_tile;
-sgVec3 rway_ols;
-// ADA
-// Clip plane settings...
-float scene_nearplane = 0.5f;
-float scene_farplane = 120000.0f;
 
-static double real_delta_time_sec = 0.0;
-static double delta_time_sec = 0.0;
 
-glPointParameterfProc glPointParameterfPtr = 0;
-glPointParameterfvProc glPointParameterfvPtr = 0;
-bool glPointParameterIsSupported = false;
+static double real_delta_time_sec = 0.0;
+double delta_time_sec = 0.0;
+extern float init_volume;
 
 
 #ifdef macintosh
@@ -128,796 +109,16 @@ FGGeneral general;
 // Specify our current idle function state.  This is used to run all
 // our initializations out of the idle callback so that we can get a
 // splash screen up and running right away.
-static int idle_state = 0;
-static long global_multi_loop;
-
-// fog constants.  I'm a little nervous about putting actual code out
-// here but it seems to work (?)
-static const double m_log01 = -log( 0.01 );
-static const double sqrt_m_log01 = sqrt( m_log01 );
-static GLfloat fog_exp_density;
-static GLfloat fog_exp2_density;
-static GLfloat rwy_exp2_punch_through;
-static GLfloat taxi_exp2_punch_through;
-static GLfloat ground_exp2_punch_through;
-
-// Sky structures
-SGSky *thesky;
-
-#ifdef FG_USE_CLOUDS_3D
-  SkySceneLoader *sgClouds3d;
-  bool _bcloud_orig = true;
-#endif
-
-// hack
-sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
-{
-  {  1.0f,  0.0f,  0.0f,  0.0f },
-  {  0.0f,  0.0f, -1.0f,  0.0f },
-  {  0.0f,  1.0f,  0.0f,  0.0f },
-  {  0.0f,  0.0f,  0.0f,  1.0f }
-};
-
-ssgSimpleState *cloud3d_imposter_state;
-ssgSimpleState *default_state;
-ssgSimpleState *hud_and_panel;
-ssgSimpleState *menus;
+int idle_state = 0;
+long global_multi_loop;
 
 SGTimeStamp last_time_stamp;
 SGTimeStamp current_time_stamp;
 
+// The atexit() functio handler should know when the graphical subsystem
+// is initialized.
+extern int _bootstrap_OSInit;
 
-void fgBuildRenderStates( void ) {
-    default_state = new ssgSimpleState;
-    default_state->ref();
-    default_state->disable( GL_TEXTURE_2D );
-    default_state->enable( GL_CULL_FACE );
-    default_state->enable( GL_COLOR_MATERIAL );
-    default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
-    default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
-    default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
-    default_state->disable( GL_BLEND );
-    default_state->disable( GL_ALPHA_TEST );
-    default_state->disable( GL_LIGHTING );
-
-    cloud3d_imposter_state = new ssgSimpleState;
-    cloud3d_imposter_state->ref();
-    cloud3d_imposter_state->enable( GL_TEXTURE_2D );
-    cloud3d_imposter_state->enable( GL_CULL_FACE );
-    cloud3d_imposter_state->enable( GL_COLOR_MATERIAL );
-    cloud3d_imposter_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
-    cloud3d_imposter_state->setMaterial( GL_DIFFUSE, 1, 1, 1, 1 );
-    cloud3d_imposter_state->setMaterial( GL_AMBIENT, 1, 1, 1, 1 );
-    cloud3d_imposter_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
-    cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
-    cloud3d_imposter_state->enable( GL_BLEND );
-    cloud3d_imposter_state->enable( GL_ALPHA_TEST );
-    cloud3d_imposter_state->disable( GL_LIGHTING );
-
-    hud_and_panel = new ssgSimpleState;
-    hud_and_panel->ref();
-    hud_and_panel->disable( GL_CULL_FACE );
-    hud_and_panel->disable( GL_TEXTURE_2D );
-    hud_and_panel->disable( GL_LIGHTING );
-    hud_and_panel->enable( GL_BLEND );
-
-    menus = new ssgSimpleState;
-    menus->ref();
-    menus->disable( GL_CULL_FACE );
-    menus->disable( GL_TEXTURE_2D );
-    menus->enable( GL_BLEND );
-}
-
-
-// fgInitVisuals() -- Initialize various GL/view parameters
-void fgInitVisuals( void ) {
-
-    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
-    // Go full screen if requested ...
-    if ( fgGetBool("/sim/startup/fullscreen") ) {
-        fgOSFullScreen();
-    }
-
-    // If enabled, normal vectors specified with glNormal are scaled
-    // to unit length after transformation.  Enabling this has
-    // performance implications.  See the docs for glNormal.
-    // glEnable( GL_NORMALIZE );
-
-    glEnable( GL_LIGHTING );
-    glEnable( GL_LIGHT0 );
-    // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );  // done later with ssg
-
-    sgVec3 sunpos;
-    sgSetVec3( sunpos, l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2] );
-    ssgGetLight( 0 ) -> setPosition( sunpos );
-
-    glFogi (GL_FOG_MODE, GL_EXP2);
-    if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) || 
-         (!fgGetBool("/sim/rendering/shading"))) {
-        // if fastest fog requested, or if flat shading force fastest
-        glHint ( GL_FOG_HINT, GL_FASTEST );
-    } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
-        glHint ( GL_FOG_HINT, GL_NICEST );
-    }
-    if ( fgGetBool("/sim/rendering/wireframe") ) {
-        // draw wire frame
-        glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-    }
-
-    // This is the default anyways, but it can't hurt
-    glFrontFace ( GL_CCW );
-
-    // Just testing ...
-    // glEnable(GL_POINT_SMOOTH);
-    // glEnable(GL_LINE_SMOOTH);
-    // glEnable(GL_POLYGON_SMOOTH);      
-}
-
-
-// For HiRes screen Dumps using Brian Pauls TR Library
-void trRenderFrame( void ) {
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
-    bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds");
-#else
-    bool multi_pass_clouds = false;
-#endif
-    bool draw_clouds = fgGetBool("/environment/clouds/status");
-
-    if ( fgPanelVisible() ) {
-        GLfloat height = fgGetInt("/sim/startup/ysize");
-        GLfloat view_h =
-            (globals->get_current_panel()->getViewHeight() - globals->get_current_panel()->getYOffset())
-            * (height / 768.0) + 1;
-        glTranslatef( 0.0, view_h, 0.0 );
-    }
-
-    static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
-    static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
-    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
-    glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1], 
-                 l->adj_fog_color()[2], l->adj_fog_color()[3]);
-
-    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
-    // set the opengl state to known default values
-    default_state->force();
-
-    glEnable( GL_FOG );
-    glFogf  ( GL_FOG_DENSITY, fog_exp2_density);
-    glFogi  ( GL_FOG_MODE,    GL_EXP2 );
-    glFogfv ( GL_FOG_COLOR,   l->adj_fog_color() );
-
-    // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
-    // we only update GL_AMBIENT for our lights we will never get
-    // a completely dark scene.  So, we set GL_LIGHT_MODEL_AMBIENT
-    // explicitely to black.
-    glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
-    glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
-
-    ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
-
-    // texture parameters
-    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
-    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
-    // we need a white diffuse light for the phase of the moon
-    ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
-    thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
-                     fog_exp2_density );
-
-    // draw the ssg scene
-    // return to the desired diffuse color
-    ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
-    glEnable( GL_DEPTH_TEST );
-    ssgSetNearFar( scene_nearplane, scene_farplane );
-    if ( draw_clouds ) {
-        // Draw the terrain
-        FGTileMgr::set_tile_filter( true );
-        sgSetModelFilter( false );
-        globals->get_aircraft_model()->select( false );
-        ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-        // Disable depth buffer update, draw the clouds
-        glDepthMask( GL_FALSE );
-        thesky->drawUpperClouds();
-        if ( multi_pass_clouds ) {
-            thesky->drawLowerClouds();
-        }
-        glDepthMask( GL_TRUE );
-        if ( multi_pass_clouds ) {
-            // Draw the objects except the aircraft
-            //  and update the stencil buffer with 1
-            glEnable( GL_STENCIL_TEST );
-            glStencilFunc( GL_ALWAYS, 1, 1 );
-            glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
-        }
-        FGTileMgr::set_tile_filter( false );
-        sgSetModelFilter( true );
-        ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-        if ( multi_pass_clouds ) {
-            // Disable depth buffer update, draw the clouds where the
-            //  objects overwrite the already drawn clouds, by testing
-            //  the stencil buffer against 1
-            glDepthMask( GL_FALSE );
-            glStencilFunc( GL_EQUAL, 1, 1 );
-            glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
-            thesky->drawUpperClouds();
-            thesky->drawLowerClouds();
-            glDepthMask( GL_TRUE );
-            glDisable( GL_STENCIL_TEST );
-        } else {
-            glDepthMask( GL_FALSE );
-            thesky->drawLowerClouds();
-            glDepthMask( GL_TRUE );
-        }
-
-        // Draw the aircraft
-        sgSetModelFilter( false );
-        globals->get_aircraft_model()->select( true );
-        ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-        FGTileMgr::set_tile_filter( true );
-        sgSetModelFilter( true );
-    } else {
-        FGTileMgr::set_tile_filter( true );
-        sgSetModelFilter( true );
-        globals->get_aircraft_model()->select( true );
-        ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-    }
-
-    // draw the lights
-    glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
-    ssgSetNearFar( scene_nearplane, scene_farplane );
-    ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
-    ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-
-    ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-
-    if (fgGetBool("/environment/clouds/status"))
-        thesky->drawLowerClouds();
-
-    globals->get_model_mgr()->draw();
-    globals->get_aircraft_model()->draw();
-}
-
-
-// Update all Visuals (redraws anything graphics related)
-void fgRenderFrame() {
-    bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
-    bool skyblend = fgGetBool("/sim/rendering/skyblend");
-    bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
-    bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
-    bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds");
-#else
-    bool multi_pass_clouds = false;
-#endif
-    bool draw_clouds = fgGetBool("/environment/clouds/status");
-
-    GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
-    GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-
-    // 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");
-
-    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-    static double last_visibility = -9999;
-
-    // update fog params
-    double actual_visibility;
-    if (fgGetBool("/environment/clouds/status"))
-        actual_visibility = thesky->get_visibility();
-    else
-        actual_visibility = fgGetDouble("/environment/visibility-m");
-    if ( actual_visibility != last_visibility ) {
-        last_visibility = actual_visibility;
-
-        fog_exp_density = m_log01 / actual_visibility;
-        fog_exp2_density = sqrt_m_log01 / actual_visibility;
-        ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
-        if ( actual_visibility < 8000 ) {
-            rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
-            taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
-        } else {
-            rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
-            taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
-        }
-    }
-
-    // double angle;
-    // GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
-    // GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
-    // GLfloat terrain_color[4] = { 0.54, 0.44, 0.29, 1.0 };
-    // GLfloat mat_shininess[] = { 10.0 };
-    GLbitfield clear_mask;
-
-    if ( idle_state != 1000 ) {
-        // still initializing, draw the splash screen
-        if ( fgGetBool("/sim/startup/splash-screen") ) {
-            fgSplashUpdate(0.0, 1.0);
-        }
-        // Keep resetting sim time while the sim is initializing
-        globals->set_sim_time_sec( 0.0 );
-        SGAnimation::set_sim_time_sec( 0.0 );
-    } else {
-        // idle_state is now 1000 meaning we've finished all our
-        // initializations and are running the main loop, so this will
-        // now work without seg faulting the system.
-
-        FGViewer *current__view = globals->get_current_view();
-
-        // calculate our current position in cartesian space
-        globals->get_scenery()->set_center( globals->get_scenery()->get_next_center() );
-
-        // update view port
-        fgReshape( fgGetInt("/sim/startup/xsize"),
-                   fgGetInt("/sim/startup/ysize") );
-
-        if ( fgGetBool("/sim/rendering/clouds3d") ) {
-            glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
-            cloud3d_imposter_state->force();
-            glDisable( GL_FOG );
-            glColor4f( 1.0, 1.0, 1.0, 1.0 );
-            glEnable(GL_DEPTH_TEST);
-            glEnable(GL_BLEND);
-            glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
-#ifdef FG_USE_CLOUDS_3D
-            if ( _bcloud_orig ) {
-                Point3D c = globals->get_scenery()->get_center();
-                sgClouds3d->Set_Cloud_Orig( &c );
-                _bcloud_orig = false;
-            }
-            sgClouds3d->Update( current__view->get_absolute_view_pos() );
-#endif
-            glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-            glDisable(GL_DEPTH_TEST);
-        }
-
-        clear_mask = GL_DEPTH_BUFFER_BIT;
-        if ( fgGetBool("/sim/rendering/wireframe") ) {
-            clear_mask |= GL_COLOR_BUFFER_BIT;
-        }
-
-        if ( skyblend ) {
-            if ( fgGetBool("/sim/rendering/textures") ) {
-            // glClearColor(black[0], black[1], black[2], black[3]);
-            glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
-                         l->adj_fog_color()[2], l->adj_fog_color()[3]);
-            clear_mask |= GL_COLOR_BUFFER_BIT;
-            }
-        } else {
-            glClearColor(l->sky_color()[0], l->sky_color()[1],
-                         l->sky_color()[2], l->sky_color()[3]);
-            clear_mask |= GL_COLOR_BUFFER_BIT;
-        }
-        if ( multi_pass_clouds && draw_clouds ) {
-            glClearStencil( 0 );
-            clear_mask |= GL_STENCIL_BUFFER_BIT;
-        }
-        glClear( clear_mask );
-
-        // Tell GL we are switching to model view parameters
-
-        // I really should create a derived ssg node or use a call
-        // back or something so that I can draw the sky within the
-        // ssgCullAndDraw() function, but for now I just mimic what
-        // ssg does to set up the model view matrix
-        glMatrixMode(GL_MODELVIEW);
-        glLoadIdentity();
-        ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
-
-        // set the opengl state to known default values
-        default_state->force();
-
-        // update fog params if visibility has changed
-        double visibility_meters = fgGetDouble("/environment/visibility-m");
-        thesky->set_visibility(visibility_meters);
-
-        thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
-                            ( global_multi_loop * fgGetInt("/sim/speed-up") )
-                            / (double)fgGetInt("/sim/model-hz") );
-
-        // Set correct opengl fog density
-        glFogf (GL_FOG_DENSITY, fog_exp2_density);
-
-        // update the sky dome
-        if ( skyblend ) {
-            /*
-             SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
-             << l->sky_color()[0] << " "
-             << l->sky_color()[1] << " "
-             << l->sky_color()[2] << " "
-             << l->sky_color()[3] );
-            SG_LOG( SG_GENERAL, SG_BULK, "    fog = "
-             << l->fog_color()[0] << " "
-             << l->fog_color()[1] << " "
-             << l->fog_color()[2] << " "
-             << l->fog_color()[3] ); 
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "    sun_angle = " << l->sun_angle
-             << "    moon_angle = " << l->moon_angle );
-            */
-
-            static SGSkyColor scolor;
-            FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
-            scolor.sky_color   = l->sky_color();
-            scolor.fog_color   = l->adj_fog_color();
-            scolor.cloud_color = l->cloud_color();
-            scolor.sun_angle   = l->get_sun_angle();
-            scolor.moon_angle  = l->get_moon_angle();
-            scolor.nplanets    = globals->get_ephem()->getNumPlanets();
-            scolor.nstars      = globals->get_ephem()->getNumStars();
-            scolor.planet_data = globals->get_ephem()->getPlanets();
-            scolor.star_data   = globals->get_ephem()->getStars();
-
-            thesky->repaint( scolor );
-
-            /*
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "thesky->reposition( view_pos = " << view_pos[0] << " "
-             << view_pos[1] << " " << view_pos[2] );
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "    zero_elev = " << zero_elev[0] << " "
-             << zero_elev[1] << " " << zero_elev[2]
-             << " lon = " << cur_fdm_state->get_Longitude()
-             << " lat = " << cur_fdm_state->get_Latitude() );
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "    sun_rot = " << l->get_sun_rotation
-             << " gst = " << SGTime::cur_time_params->getGst() );
-            SG_LOG( SG_GENERAL, SG_BULK,
-                 "    sun ra = " << globals->get_ephem()->getSunRightAscension()
-              << " sun dec = " << globals->get_ephem()->getSunDeclination()
-              << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
-              << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
-            */
-
-            // The sun and moon distances are scaled down versions
-            // of the actual distance to get both the moon and the sun
-            // within the range of the far clip plane.
-            // Moon distance:    384,467 kilometers
-            // Sun distance: 150,000,000 kilometers
-            double sun_horiz_eff, moon_horiz_eff;
-            if (fgGetBool("/sim/rendering/horizon-effect")) {
-            sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
-            moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
-            } else {
-               sun_horiz_eff = moon_horiz_eff = 1.0;
-            }
-
-            static SGSkyState sstate;
-
-            sstate.view_pos  = current__view->get_view_pos();
-            sstate.zero_elev = current__view->get_zero_elev();
-            sstate.view_up   = current__view->get_world_up();
-            sstate.lon       = current__view->getLongitude_deg()
-                                * SGD_DEGREES_TO_RADIANS;
-            sstate.lat       = current__view->getLatitude_deg()
-                                * SGD_DEGREES_TO_RADIANS;
-            sstate.alt       = current__view->getAltitudeASL_ft()
-                                * SG_FEET_TO_METER;
-            sstate.spin      = l->get_sun_rotation();
-            sstate.gst       = globals->get_time_params()->getGst();
-            sstate.sun_ra    = globals->get_ephem()->getSunRightAscension();
-            sstate.sun_dec   = globals->get_ephem()->getSunDeclination();
-            sstate.sun_dist  = 50000.0 * sun_horiz_eff;
-            sstate.moon_ra   = globals->get_ephem()->getMoonRightAscension();
-            sstate.moon_dec  = globals->get_ephem()->getMoonDeclination();
-            sstate.moon_dist = 40000.0 * moon_horiz_eff;
-
-            thesky->reposition( sstate, delta_time_sec );
-        }
-
-        glEnable( GL_DEPTH_TEST );
-        if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
-            glEnable( GL_FOG );
-            glFogi( GL_FOG_MODE, GL_EXP2 );
-            glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
-        }
-
-        // set sun/lighting parameters
-        ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
-
-        // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
-        // we only update GL_AMBIENT for our lights we will never get
-        // a completely dark scene.  So, we set GL_LIGHT_MODEL_AMBIENT
-        // explicitely to black.
-        glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
-
-        ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
-        ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
-        ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
-
-        // texture parameters
-        // glEnable( GL_TEXTURE_2D );
-        glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
-        glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
-
-        // glMatrixMode( GL_PROJECTION );
-        // glLoadIdentity();
-        ssgSetFOV( current__view->get_h_fov(),
-                   current__view->get_v_fov() );
-
-        double agl =
-            current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
-            - globals->get_scenery()->get_cur_elev();
-
-        if ( agl > 10.0 ) {
-            scene_nearplane = 10.0f;
-            scene_farplane = 120000.0f;
-        } else {
-            scene_nearplane = groundlevel_nearplane->getDoubleValue();
-            scene_farplane = 120000.0f;
-        }
-
-        ssgSetNearFar( scene_nearplane, scene_farplane );
-
-#ifdef FG_MPLAYER_AS
-        // Update any multiplayer models
-        globals->get_multiplayer_rx_mgr()->Update();
-#endif
-
-        if ( draw_otw && skyblend ) {
-            // draw the sky backdrop
-
-            // we need a white diffuse light for the phase of the moon
-            ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
-            thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
-                             fog_exp2_density );
-            // return to the desired diffuse color
-            ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
-        }
-
-        // draw the ssg scene
-        glEnable( GL_DEPTH_TEST );
-
-        ssgSetNearFar( scene_nearplane, scene_farplane );
-
-        if ( fgGetBool("/sim/rendering/wireframe") ) {
-            // draw wire frame
-            glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-        }
-        if ( draw_otw ) {
-            if ( draw_clouds ) {
-
-                // Draw the terrain
-                FGTileMgr::set_tile_filter( true );
-                sgSetModelFilter( false );
-                globals->get_aircraft_model()->select( false );
-                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-
-                // Disable depth buffer update, draw the clouds
-                glDepthMask( GL_FALSE );
-                thesky->drawUpperClouds();
-                if ( multi_pass_clouds ) {
-                    thesky->drawLowerClouds();
-                }
-                glDepthMask( GL_TRUE );
-
-                if ( multi_pass_clouds ) {
-                    // Draw the objects except the aircraft
-                    //  and update the stencil buffer with 1
-                    glEnable( GL_STENCIL_TEST );
-                    glStencilFunc( GL_ALWAYS, 1, 1 );
-                    glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
-                }
-                FGTileMgr::set_tile_filter( false );
-                sgSetModelFilter( true );
-                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-
-                if ( multi_pass_clouds ) {
-                    // Disable depth buffer update, draw the clouds where the
-                    //  objects overwrite the already drawn clouds, by testing
-                    //  the stencil buffer against 1
-                    glDepthMask( GL_FALSE );
-                    glStencilFunc( GL_EQUAL, 1, 1 );
-                    glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
-                    thesky->drawUpperClouds();
-                    thesky->drawLowerClouds();
-                    glDepthMask( GL_TRUE );
-                    glDisable( GL_STENCIL_TEST );
-                } else {
-                    glDepthMask( GL_FALSE );
-                    thesky->drawLowerClouds();
-                    glDepthMask( GL_TRUE );
-                }
-
-                // Draw the aircraft
-                sgSetModelFilter( false );
-                globals->get_aircraft_model()->select( true );
-                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-                FGTileMgr::set_tile_filter( true );
-                sgSetModelFilter( true );
-            } else {
-                FGTileMgr::set_tile_filter( true );
-                sgSetModelFilter( true );
-                globals->get_aircraft_model()->select( true );
-                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-            }
-        }
-
-        // This is a bit kludgy.  Every 200 frames, do an extra
-        // traversal of the scene graph without drawing anything, but
-        // with the field-of-view set to 360x360 degrees.  This
-        // ensures that out-of-range random objects that are not in
-        // the current view frustum will still be freed properly.
-        static int counter = 0;
-        counter++;
-        if (counter == 200) {
-          sgFrustum f;
-          f.setFOV(360, 360);
-                            // No need to put the near plane too close;
-                            // this way, at least the aircraft can be
-                            // culled.
-          f.setNearFar(1000, 1000000);
-          sgMat4 m;
-          ssgGetModelviewMatrix(m);
-          globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
-          counter = 0;
-        }
-
-        // change state for lighting here
-
-        // draw runway lighting
-        glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
-        ssgSetNearFar( scene_nearplane, scene_farplane );
-
-        if ( enhanced_lighting ) {
-
-            // Enable states for drawing points with GL_extension
-            glEnable(GL_POINT_SMOOTH);
-
-            if ( distance_attenuation && glPointParameterIsSupported )
-            {
-                // Enable states for drawing points with GL_extension
-                glEnable(GL_POINT_SMOOTH);
-
-                float quadratic[3] = {1.0, 0.001, 0.0000001};
-                // makes the points fade as they move away
-                glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
-                glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0); 
-            }
-
-            glPointSize(4.0);
-
-            // blending function for runway lights
-            glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
-        }
-
-        glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-        glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-        glEnable(GL_TEXTURE_GEN_S);
-        glEnable(GL_TEXTURE_GEN_T);
-        glPolygonMode(GL_FRONT, GL_POINT);
-
-        // draw runway lighting
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
-            ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-        }
-
-        // change punch through and then draw taxi lighting
-        glFogf ( GL_FOG_DENSITY, fog_exp2_density );
-        // sgVec3 taxi_fog;
-        // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
-        // glFogfv ( GL_FOG_COLOR, taxi_fog );
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
-        }
-
-        // clean up lighting
-        glPolygonMode(GL_FRONT, GL_FILL);
-        glDisable(GL_TEXTURE_GEN_S);
-        glDisable(GL_TEXTURE_GEN_T);
-
-        //static int _frame_count = 0;
-        //if (_frame_count % 30 == 0) {
-        //  printf("SSG: %s\n", ssgShowStats());
-        //}
-        //else {
-        //  ssgShowStats();
-        //}
-        //_frame_count++;
-
-
-        if ( enhanced_lighting ) {
-            if ( distance_attenuation && glPointParameterIsSupported )
-            {
-                glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
-                                      default_attenuation);
-            }
-
-            glPointSize(1.0);
-            glDisable(GL_POINT_SMOOTH);
-        }
-
-        // draw ground lighting
-        glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-        }
-
-        if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") )
-        {
-            glDisable( GL_FOG );
-            glDisable( GL_LIGHTING );
-            // cout << "drawing new clouds" << endl;
-
-            glEnable(GL_DEPTH_TEST);
-            glEnable(GL_BLEND);
-            glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
-            /*
-            glEnable( GL_TEXTURE_2D );
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-            */
-
-#ifdef FG_USE_CLOUDS_3D
-            sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
-#endif
-            glEnable( GL_FOG );
-            glEnable( GL_LIGHTING );
-            glEnable( GL_DEPTH_TEST );
-            glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-        }
-
-        if ( draw_otw ) {
-            globals->get_model_mgr()->draw();
-            globals->get_aircraft_model()->draw();
-        }
-
-        // display HUD && Panel
-        glDisable( GL_FOG );
-        glDisable( GL_DEPTH_TEST );
-        // glDisable( GL_CULL_FACE );
-        // glDisable( GL_TEXTURE_2D );
-
-        // update the controls subsystem
-        globals->get_controls()->update(delta_time_sec);
-
-        hud_and_panel->apply();
-        fgCockpitUpdate();
-
-        // Use the hud_and_panel ssgSimpleState for rendering the ATC output
-        // This only works properly if called before the panel call
-        if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
-            globals->get_ATC_display()->update(delta_time_sec);
-
-        // update the panel subsystem
-        if ( globals->get_current_panel() != NULL ) {
-            globals->get_current_panel()->update(delta_time_sec);
-        }
-        fgUpdate3DPanels();
-
-        // We can do translucent menus, so why not. :-)
-        menus->apply();
-        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-        puDisplay();
-        // glDisable ( GL_BLEND ) ;
-
-        glEnable( GL_DEPTH_TEST );
-        glEnable( GL_FOG );
-
-        // Fade out the splash screen over the first three seconds.
-        double t = globals->get_sim_time_sec();
-        if ( t <= 1.0 ) {
-            fgSplashUpdate(0.0, 1.0);
-        } else if ( t <= 3.0) {
-            fgSplashUpdate(0.0, (3.0 - t) / 2.0);
-        }
-    }
-}
 
 
 // Update internal time dependent calculations (i.e. flight model)
@@ -985,8 +186,6 @@ void fgUpdateTimeDepCalcs() {
                                   globals->get_time_params()->getLst(),
                                   cur_fdm_state->get_Latitude() );
 
-    // Update radio stack model
-    current_radiostack->update(delta_time_sec);
 }
 
 
@@ -1017,6 +216,8 @@ static void fgMainLoop( void ) {
     // static const SGPropertyNode *replay_master
     //     = fgGetNode("/sim/freeze/replay", true);
 
+    SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
+
     // Update the elapsed time.
     static bool first_time = true;
     if ( first_time ) {
@@ -1039,6 +240,18 @@ static void fgMainLoop( void ) {
 
     real_delta_time_sec
         = double(current_time_stamp - last_time_stamp) / 1000000.0;
+    // round the real time down to a multiple of 1/model-hz.
+    // this way all systems are updated the _same_ amount of dt.
+    {
+      static double rem = 0.0;
+      real_delta_time_sec += rem;
+      double hz = model_hz;
+      double nit = floor(real_delta_time_sec*hz);
+      rem = real_delta_time_sec - nit/hz;
+      real_delta_time_sec = nit/hz;
+    }
+
+
     if ( clock_freeze->getBoolValue() ) {
         delta_time_sec = 0;
     } else {
@@ -1181,6 +394,11 @@ static void fgMainLoop( void ) {
     if (fgGetBool("/sim/ai-traffic/enabled"))
         globals->get_AI_mgr()->update(delta_time_sec);
 
+#ifdef FG_MPLAYER_AS
+    // Update any multiplayer models
+    globals->get_multiplayer_rx_mgr()->Update();
+#endif
+
     // Run flight model
 
     // Calculate model iterations needed for next frame
@@ -1199,9 +417,15 @@ static void fgMainLoop( void ) {
         remainder = 0;
     }
 
+    bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+
     // flight model
-    if ( global_multi_loop > 0 ) {
-        fgUpdateTimeDepCalcs();
+    if ( global_multi_loop > 0) {
+        // first run the flight model each frame until it is intialized
+        // then continue running each frame only after initial scenery load is complete.
+        if (!cur_fdm_state->get_inited() || scenery_loaded) {
+            fgUpdateTimeDepCalcs();
+        }
     } else {
         SG_LOG( SG_ALL, SG_DEBUG, 
             "Elapsed time is zero ... we're zinging" );
@@ -1215,8 +439,7 @@ static void fgMainLoop( void ) {
 
     // Run audio scheduler
 #ifdef ENABLE_AUDIO_SUPPORT
-    if ( fgGetBool("/sim/sound/audible")
-           && globals->get_soundmgr()->is_working() ) {
+    if ( globals->get_soundmgr()->is_working() ) {
         globals->get_soundmgr()->update( delta_time_sec );
     }
 #endif
@@ -1232,58 +455,106 @@ static void fgMainLoop( void ) {
     FGViewer *current_view = globals->get_current_view();
 
     // get the location data for the primary FDM (now hardcoded to ac model)...
-    SGLocation * acmodel_location = 0;
-    acmodel_location = (SGLocation *)  globals->get_aircraft_model()->get3DModel()->getSGLocation();
+    SGLocation *acmodel_loc = NULL;
+    acmodel_loc = (SGLocation *)globals->
+        get_aircraft_model()->get3DModel()->getSGLocation();
 
     // update tile manager for FDM...
-    // ...only if location is different than the current-view location (to avoid duplicating effort)
+    // ...only if location is different than the current-view location
+    // (to avoid duplicating effort)
     if( !fgGetBool("/sim/current-view/config/from-model") ) {
-      if( acmodel_location != 0 ) {
-        globals->get_tile_mgr()->prep_ssg_nodes( acmodel_location,
-                                                 visibility_meters );
-        globals->get_tile_mgr()->
-            update( acmodel_location, visibility_meters,
-                    acmodel_location->get_absolute_view_pos(globals->get_scenery()->get_center()) );
-        // save results of update in SGLocation for fdm...
-        if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
-          acmodel_location->
-              set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
-          fgSetDouble("/position/ground-elev-m", globals->get_scenery()->get_cur_elev());
+        if( acmodel_loc != NULL ) {
+            globals->get_tile_mgr()->prep_ssg_nodes( acmodel_loc,
+                                                     visibility_meters );
+            globals->get_tile_mgr()->
+                update( acmodel_loc, visibility_meters,
+                        acmodel_loc->
+                        get_absolute_view_pos(globals->
+                                              get_scenery()->get_center()) );
+            // save results of update in SGLocation for fdm...
+            if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
+                acmodel_loc->
+                    set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
+                fgSetDouble("/position/ground-elev-m",
+                            globals->get_scenery()->get_cur_elev());
+            }
+            acmodel_loc->
+                set_tile_center( globals->get_scenery()->get_next_center() );
         }
-        acmodel_location->
-            set_tile_center( globals->get_scenery()->get_next_center() );
-      }
     }
 
     globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
                                              visibility_meters );
     // update tile manager for view...
-    // IMPORTANT!!! the tilemgr update for view location _must_ be done last 
-    // after the FDM's until all of Flight Gear code references the viewer's location
-    // for elevation instead of the "scenery's" current elevation.
+    // IMPORTANT!!! the tilemgr update for view location _must_ be
+    // done last after the FDM's until all of Flight Gear code
+    // references the viewer's location for elevation instead of the
+    // "scenery's" current elevation.
     SGLocation *view_location = globals->get_current_view()->getSGLocation();
     globals->get_tile_mgr()->update( view_location, visibility_meters,
                                      current_view->get_absolute_view_pos() );
     // save results of update in SGLocation for fdm...
     if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
-      current_view->getSGLocation()->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
+        current_view->getSGLocation()->
+            set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
     }
-    current_view->getSGLocation()->set_tile_center( globals->get_scenery()->get_next_center() );
+    current_view->getSGLocation()->
+        set_tile_center( globals->get_scenery()->get_next_center() );
+
+#ifdef ENABLE_AUDIO_SUPPORT
+    // Right now we make a simplifying assumption that the primary
+    // aircraft is the source of all sounds and that all sounds are
+    // positioned relative to the current view position.
+
+    static sgVec3 last_pos_offset;
+
+    // set positional offset for sources
+    sgVec3 source_pos_offset;
+    sgSubVec3( source_pos_offset,
+               view_location->get_view_pos(), acmodel_loc->get_view_pos() );
+    // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
+    globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
+
+    // set the velocity
+    sgVec3 source_vel;
+    sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
+    sgScaleVec3( source_vel, delta_time_sec );
+    sgCopyVec3( last_pos_offset, source_pos_offset );
+    // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
+    globals->get_soundmgr()->set_source_vel_all( source_vel );
+
+    // Right now we make a simplifying assumption that the listener is
+    // always positioned at the origin.
+    sgVec3 listener_pos;
+    sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
+    // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
+    globals->get_soundmgr()->set_listener_pos( listener_pos );
+#endif
 
-    // If fdm location is same as viewer's then we didn't do the update for fdm location 
-    //   above so we need to save the viewer results in the fdm SGLocation as well...
+    // If fdm location is same as viewer's then we didn't do the
+    // update for fdm location above so we need to save the viewer
+    // results in the fdm SGLocation as well...
     if( fgGetBool("/sim/current-view/config/from-model") ) {
-      if( acmodel_location != 0 ) {
-        if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
-          acmodel_location->set_cur_elev_m( globals->get_scenery()->get_cur_elev() );
-          fgSetDouble("/position/ground-elev-m", globals->get_scenery()->get_cur_elev());
+        if( acmodel_loc != 0 ) {
+            if ( globals->get_scenery()->get_cur_elev() > -9990 ) {
+                acmodel_loc->set_cur_elev_m( globals->get_scenery()->
+                                             get_cur_elev() );
+                fgSetDouble("/position/ground-elev-m",
+                            globals->get_scenery()->get_cur_elev());
+            }
+            acmodel_loc->set_tile_center( globals->get_scenery()->
+                                          get_next_center() );
         }
-        acmodel_location->set_tile_center( globals->get_scenery()->get_next_center() );
-      }
     }
 
     // END Tile Manager udpates
 
+    if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
+        fgSetBool("sim/sceneryloaded",true);
+        fgSetFloat("/sim/sound/volume", init_volume);
+        globals->get_soundmgr()->set_volume(init_volume);
+    }
+
     if (fgGetBool("/sim/rendering/specular-highlight")) {
         glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
        // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
@@ -1369,7 +640,7 @@ static void fgIdleFunction ( void ) {
         fgInitTimeOffset();
 
         // setup OpenGL view parameters
-        fgInitVisuals();
+        globals->get_renderer()->init();
 
         // Read the list of available aircrafts
         fgReadAircraft();
@@ -1384,14 +655,15 @@ static void fgIdleFunction ( void ) {
         idle_state = 1000;
 
         SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
-        fgReshape( fgGetInt("/sim/startup/xsize"),
-               fgGetInt("/sim/startup/ysize") );
+        globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
+                                         fgGetInt("/sim/startup/ysize") );
 
     } 
 
     if ( idle_state == 1000 ) {
         // We've finished all our initialization steps, from now on we
         // run the main loop.
+        fgSetBool("sim/sceneryloaded",false);
 
         fgRegisterIdleHandler(fgMainLoop);
     } else {
@@ -1401,45 +673,6 @@ static void fgIdleFunction ( void ) {
     }
 }
 
-// options.cxx needs to see this for toggle_panel()
-// Handle new window size or exposure
-void fgReshape( int width, int height ) {
-    int view_h;
-
-    if ( (!fgGetBool("/sim/virtual-cockpit"))
-         && fgPanelVisible() && idle_state == 1000 ) {
-        view_h = (int)(height * (globals->get_current_panel()->getViewHeight() -
-                             globals->get_current_panel()->getYOffset()) / 768.0);
-    } else {
-        view_h = height;
-    }
-
-    glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );
-
-    fgSetInt("/sim/startup/xsize", width);
-    fgSetInt("/sim/startup/ysize", height);
-    guiInitMouse(width, height);
-
-    // for all views
-    FGViewMgr *viewmgr = globals->get_viewmgr();
-    if (viewmgr) {
-      for ( int i = 0; i < viewmgr->size(); ++i ) {
-        viewmgr->get_view(i)->
-          set_aspect_ratio((float)view_h / (float)width);
-      }
-
-      ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
-               viewmgr->get_current_view()->get_v_fov() );
-
-#ifdef FG_USE_CLOUDS_3D
-      sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
-               viewmgr->get_current_view()->get_v_fov() );
-#endif
-    }
-
-    fgHUDReshape();
-
-}
 
 // Main top level initialization
 bool fgMainInit( int argc, char **argv ) {
@@ -1482,7 +715,7 @@ bool fgMainInit( int argc, char **argv ) {
     fgInitFGRoot(argc, argv);
 
     // Check for the correct base package version
-    static char required_version[] = "0.9.4";
+    static char required_version[] = "0.9.6";
     string base_version = fgBasePackageVersion();
     if ( !(base_version == required_version) ) {
         // tell the operator how to use this application
@@ -1499,6 +732,8 @@ bool fgMainInit( int argc, char **argv ) {
         exit(-1);
     }
 
+    sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
+
     // Initialize the Aircraft directory to "" (UIUC)
     aircraft_dir = "";
 
@@ -1516,11 +751,12 @@ bool fgMainInit( int argc, char **argv ) {
     // from main(), in bootstrap.cxx.  Andy doesn't know why, someone
     // feel free to add comments...
     fgOSInit(&argc, argv);
+    _bootstrap_OSInit++;
 #endif
 
-    fgRegisterWindowResizeHandler( fgReshape );
+    fgRegisterWindowResizeHandler( FGRenderer::resize );
     fgRegisterIdleHandler( fgIdleFunction );
-    fgRegisterDrawHandler( fgRenderFrame );
+    fgRegisterDrawHandler( FGRenderer::update );
 
 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
     bool get_stencil_buffer = true;
@@ -1534,7 +770,8 @@ bool fgMainInit( int argc, char **argv ) {
                     fgGetInt("/sim/startup/ysize"),
                     fgGetInt("/sim/rendering/bits-per-pixel"),
                     fgGetBool("/sim/rendering/clouds3d"),
-                    get_stencil_buffer );
+                    get_stencil_buffer,
+                    fgGetBool("/sim/startup/fullscreen") );
 
     // This seems to be the absolute earliest in the init sequence
     // that these calls will return valid info.  Too bad it's after
@@ -1711,8 +948,8 @@ bool fgMainInit( int argc, char **argv ) {
     // lighting->addKid( airport );
 
     // build our custom render states
-    fgBuildRenderStates();
-    
+    globals->get_renderer()->build_states();
+
     // pass control off to the master event handler
     fgOSMainLoop();