]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/renderer.cxx
Vivian Meazza:
[flightgear.git] / src / Main / renderer.cxx
index 3319a7e7a85447da2aa83863c460ceed131cd234..0e5ecb3e41ffe1f474591a01ee74ec76b300585f 100644 (file)
@@ -3,7 +3,7 @@
 // Written by Curtis Olson, started May 1997.
 // This file contains parts of main.cxx prior to october 2004
 //
-// 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 <simgear/math/sg_random.h>
 #include <simgear/scene/model/modellib.hxx>
 #include <simgear/scene/model/model.hxx>
-
-#ifdef FG_USE_CLOUDS_3D
-#  include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
-#  include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
+#ifdef FG_JPEG_SERVER
+#include <simgear/screen/jpgfactory.hxx>
 #endif
 
+#include <simgear/environment/visual_enviro.hxx>
+
+#include <simgear/scene/model/shadowvolume.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 <Replay/replay.hxx>
 #include <GUI/new_gui.hxx>
 
-#ifdef FG_MPLAYER_AS
-#include <MultiPlayer/multiplaytxmgr.hxx>
-#include <MultiPlayer/multiplayrxmgr.hxx>
-#endif
-
 #include "splash.hxx"
 #include "renderer.hxx"
 #include "main.hxx"
@@ -107,11 +103,6 @@ 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 =
 {
@@ -126,19 +117,23 @@ ssgSimpleState *default_state;
 ssgSimpleState *hud_and_panel;
 ssgSimpleState *menus;
 
+SGShadowVolume *shadows;
 
-void fgRenderFrame() {
-#ifdef FG_MPLAYER_AS
-    // Update any multiplayer models
-    globals->get_multiplayer_rx_mgr()->Update();
+FGRenderer::FGRenderer()
+{
+#ifdef FG_JPEG_SERVER
+   jpgRenderFrame = FGRenderer::update;
 #endif
-    globals->get_renderer()->update(delta_time_sec);
 }
 
-void fgReshape(int width, int height) {
-    globals->get_renderer()->resize(width,height);
+FGRenderer::~FGRenderer()
+{
+#ifdef FG_JPEG_SERVER
+   jpgRenderFrame = NULL;
+#endif
 }
 
+
 void
 FGRenderer::build_states( void ) {
     default_state = new ssgSimpleState;
@@ -179,6 +174,11 @@ FGRenderer::build_states( void ) {
     menus->disable( GL_CULL_FACE );
     menus->disable( GL_TEXTURE_2D );
     menus->enable( GL_BLEND );
+
+    shadows = new SGShadowVolume( globals->get_scenery()->get_scene_graph() );
+    shadows->init( fgGetNode("/sim/rendering", true) );
+    shadows->addOccluder( globals->get_scenery()->get_aircraft_branch(), SGShadowVolume::occluderTypeAircraft );
+
 }
 
 
@@ -229,139 +229,37 @@ FGRenderer::init( void ) {
 }
 
 
-// For HiRes screen Dumps using Brian Pauls TR Library
-void
-FGRenderer::screendump( void ) {
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
-    bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
-                            !SGCloudLayer::enable_bump_mapping; // ugly artefact now
-#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_KEEP, GL_KEEP, GL_REPLACE );
-        }
-        FGTileMgr::set_tile_filter( false );
-        sgSetModelFilter( true );
-        ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-    } else {
-        FGTileMgr::set_tile_filter( true );
-        sgSetModelFilter( true );
-        globals->get_aircraft_model()->select( false );
-        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() );
+// Update all Visuals (redraws anything graphics related)
+void
+FGRenderer::update( bool refresh_camera_settings ) {
+    bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
 
-    ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
+    if ( idle_state < 1000 || !scenery_loaded ) {
+        // still initializing, draw the splash screen
+        fgSplashUpdate(1.0);
 
-    if ( draw_clouds ) {
-        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 );
-        }
+        // Keep resetting sim time while the sim is initializing
+        globals->set_sim_time_sec( 0.0 );
+        SGAnimation::set_sim_time_sec( 0.0 );
+        return;
     }
+//    return; 
 
-    globals->get_aircraft_model()->select( true );
-    globals->get_model_mgr()->draw();
-    globals->get_aircraft_model()->draw();
-}
+       // TODO:TEST only, don't commit that !!
+//     sgFXperFrameInit();
 
+    extern void sgShaderFrameInit(double delta_time_sec);
+    sgShaderFrameInit(delta_time_sec);
 
-// Update all Visuals (redraws anything graphics related)
-void
-FGRenderer::update(double dt) {
-    bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
     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");
+    bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
 #ifdef FG_ENABLE_MULTIPASS_CLOUDS
     bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") && 
+                                !volumetric_clouds &&
                                 !SGCloudLayer::enable_bump_mapping;  // ugly artefact now
 #else
     bool multi_pass_clouds = false;
@@ -385,10 +283,12 @@ FGRenderer::update(double dt) {
 
     // update fog params
     double actual_visibility;
-    if (fgGetBool("/environment/clouds/status"))
+    if (fgGetBool("/environment/clouds/status")) {
         actual_visibility = thesky->get_visibility();
-    else
+    } else {
         actual_visibility = fgGetDouble("/environment/visibility-m");
+    }
+
     if ( actual_visibility != last_visibility ) {
         last_visibility = actual_visibility;
 
@@ -411,487 +311,460 @@ FGRenderer::update(double dt) {
     // GLfloat mat_shininess[] = { 10.0 };
     GLbitfield clear_mask;
 
-    if ( idle_state != 1000 || !scenery_loaded ) {
-        // 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.
+    // 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();
+    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() );
+    // calculate our current position in cartesian space
+    Point3D cntr = globals->get_scenery()->get_next_center();
+    globals->get_scenery()->set_center(cntr);
+    // Force update of center dependent values ...
+    current__view->set_dirty();
 
+    if ( refresh_camera_settings ) {
         // 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 );
+        resize( fgGetInt("/sim/startup/xsize"),
+                fgGetInt("/sim/startup/ysize") );
 
         // 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;
-            }
+    clear_mask = GL_DEPTH_BUFFER_BIT;
+    if ( fgGetBool("/sim/rendering/wireframe") ) {
+        clear_mask |= GL_COLOR_BUFFER_BIT;
+    }
 
-            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 );
+    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 );
 
-        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 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;
         }
 
-        // set sun/lighting parameters
-        ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
+        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 );
+
+        shadows->setupShadows( 
+          current__view->getLongitude_deg(),
+          current__view->getLatitude_deg(),
+          globals->get_time_params()->getGst(),
+          globals->get_ephem()->getSunRightAscension(),
+          globals->get_ephem()->getSunDeclination(),
+          l->get_sun_angle());
+    }
+
+    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 );
+    // 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() );
+    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 ) ;
+    sgEnviro.setLight(l->adj_fog_color());
 
-        // glMatrixMode( GL_PROJECTION );
-        // glLoadIdentity();
-        ssgSetFOV( current__view->get_h_fov(),
-                   current__view->get_v_fov() );
+    // texture parameters
+    // glEnable( GL_TEXTURE_2D );
+    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
 
-        double agl =
-            current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
-            - globals->get_scenery()->get_cur_elev();
+    double agl =
+        current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
+        - cur_fdm_state->get_Runway_altitude_m();
 
-        if ( agl > 10.0 ) {
-            scene_nearplane = 10.0f;
-            scene_farplane = 120000.0f;
-        } else {
-            scene_nearplane = groundlevel_nearplane->getDoubleValue();
-            scene_farplane = 120000.0f;
-        }
+    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 );
+    setNearFar( scene_nearplane, scene_farplane );
 
-        if ( draw_otw && skyblend ) {
-            // draw the sky backdrop
+    sgEnviro.startOfFrame(current__view->get_view_pos(), 
+        current__view->get_world_up(),
+        current__view->getLongitude_deg(),
+        current__view->getLatitude_deg(),
+        current__view->getAltitudeASL_ft() * SG_FEET_TO_METER,
+        delta_time_sec);
 
-            // 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() );
-        }
+    if ( draw_otw && skyblend ) {
+        // draw the sky backdrop
 
-        // draw the ssg scene
-        glEnable( GL_DEPTH_TEST );
+        // 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() );
+    }
 
-        ssgSetNearFar( scene_nearplane, scene_farplane );
+    // draw the ssg scene
+    glEnable( GL_DEPTH_TEST );
 
-        if ( fgGetBool("/sim/rendering/wireframe") ) {
-            // draw wire frame
-            glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-        }
-        if ( draw_otw ) {
-            if ( draw_clouds ) {
+    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() );
+            // 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 );
+            // Disable depth buffer update, draw the clouds
+            glDepthMask( GL_FALSE );
+            if( !volumetric_clouds )
                 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_KEEP, GL_KEEP, GL_REPLACE );
-                }
-                FGTileMgr::set_tile_filter( false );
-                sgSetModelFilter( true );
-                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-            } else {
-                FGTileMgr::set_tile_filter( true );
-                sgSetModelFilter( true );
-                globals->get_aircraft_model()->select( false );
-                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+            if ( multi_pass_clouds ) {
+                thesky->drawLowerClouds();
             }
-        }
+            glDepthMask( GL_TRUE );
 
-        // 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);
+            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_KEEP, GL_KEEP, GL_REPLACE );
+            }
+            FGTileMgr::set_tile_filter( false );
+            sgSetModelFilter( true );
+            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+        } else {
             FGTileMgr::set_tile_filter( true );
             sgSetModelFilter( true );
-            globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
-            counter = 0;
+            globals->get_aircraft_model()->select( false );
+            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
         }
+    }
 
-        // 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);
+    // 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);
+        FGTileMgr::set_tile_filter( true );
+        sgSetModelFilter( true );
+        globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
+        counter = 0;
+    }
 
-            if ( distance_attenuation && glPointParameterIsSupported )
-            {
-                // Enable states for drawing points with GL_extension
-                glEnable(GL_POINT_SMOOTH);
+    // change state for lighting here
 
-                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); 
-            }
+    // draw runway lighting
+    glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
 
-            glPointSize(4.0);
+    // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
+    // fgSetNearFar( scene_nearplane, scene_farplane );
 
-            // blending function for runway lights
-            glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
-        }
+    if ( enhanced_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);
+        // Enable states for drawing points with GL_extension
+        glEnable(GL_POINT_SMOOTH);
 
-        // draw runway lighting
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
-            ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-        }
+        if ( distance_attenuation && glPointParameterIsSupported )
+        {
+            // Enable states for drawing points with GL_extension
+            glEnable(GL_POINT_SMOOTH);
 
-        // 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() );
+            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); 
         }
 
-        // 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(4.0);
 
-            glPointSize(1.0);
-            glDisable(GL_POINT_SMOOTH);
-        }
+        // blending function for runway lights
+        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
+    }
 
-        // draw ground lighting
-        glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-        }
+    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);
 
-        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 ) ;
-        }
+    // draw runway lighting
+    if ( draw_otw ) {
+        ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
+        ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
+    }
 
-        if ( draw_otw && draw_clouds ) {
-            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 );
-            }
-        }
+    // 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() );
+    }
 
-        if ( draw_otw ) {
-            FGTileMgr::set_tile_filter( false );
-            sgSetModelFilter( false );
-            globals->get_aircraft_model()->select( true );
-            globals->get_model_mgr()->draw();
-            globals->get_aircraft_model()->draw();
-            // If the view is internal, the previous line draw the 
-            //  cockpit with modified near/far clip planes and deselect
-            //  the aircraft in the global scenegraph
-            // Otherwise, it just enables the aircraft: The scenegraph
-            //  must be drawn again to see the plane.
-            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-            FGTileMgr::set_tile_filter( true );
-            sgSetModelFilter( true );
-            globals->get_aircraft_model()->select( true );
+    // 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);
         }
 
-        // 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);
+        glPointSize(1.0);
+        glDisable(GL_POINT_SMOOTH);
+    }
 
-        hud_and_panel->apply();
-        fgCockpitUpdate();
+    // draw ground lighting
+    glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
+    if ( draw_otw ) {
+        ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
+    }
 
-        // 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);
+    sgEnviro.drawLightning();
 
-        // update the panel subsystem
-        if ( globals->get_current_panel() != NULL ) {
-            globals->get_current_panel()->update(delta_time_sec);
+    if ( draw_otw && draw_clouds ) {
+        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 );
+            if( volumetric_clouds )
+                thesky->drawUpperClouds();
+            thesky->drawLowerClouds();
+            glDepthMask( GL_TRUE );
         }
-        fgUpdate3DPanels();
+    }
+    sgEnviro.drawPrecipitation(
+        fgGetDouble("/environment/metar/rain-norm", 0.0),
+        fgGetDouble("/environment/metar/snow-norm", 0.0),
+        fgGetDouble("/environment/metar/hail-norm", 0.0),
+        current__view->getPitch_deg() - current__view->getPitchOffset_deg(),
+        current__view->getRoll_deg() + current__view->getRollOffset_deg(),
+        - current__view->getHeadingOffset_deg(),
+        fgGetDouble("/velocities/airspeed-kt", 0.0));
+
+    // compute shadows and project them on screen
+    bool is_internal = globals->get_current_view()->getInternal();
+    // draw before ac because ac internal rendering clear the depth buffer
+
+       globals->get_aircraft_model()->select( true );
+    if( is_internal )
+        shadows->endOfFrame();
+
+    if ( draw_otw ) {
+        FGTileMgr::set_tile_filter( false );
+        sgSetModelFilter( false );
+        globals->get_aircraft_model()->select( true );
+        globals->get_model_mgr()->draw();
+        globals->get_aircraft_model()->draw();
 
-        // We can do translucent menus, so why not. :-)
-        menus->apply();
-        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-        puDisplay();
-        // glDisable ( GL_BLEND ) ;
+        FGTileMgr::set_tile_filter( true );
+        sgSetModelFilter( true );
+        globals->get_aircraft_model()->select( true );
+    }
+       // in 'external' view the ac can be culled, so shadows have not been draw in the
+       // posttrav callback, this would be a rare case if the getInternal was acting
+       // as expected (ie in internal view, getExternal returns false)
+       if( !is_internal )
+               shadows->endOfFrame();
+
+    // 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();
 
-        glEnable( GL_DEPTH_TEST );
-        glEnable( GL_FOG );
+    // We can do translucent menus, so why not. :-)
+    menus->apply();
+    glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+    puDisplay();
+    // glDisable ( GL_BLEND ) ;
 
-        // 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);
-        }
-    }
+    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 <= 2.5)
+        fgSplashUpdate((2.5 - t) / 2.5);
 }
 
 
@@ -924,13 +797,12 @@ FGRenderer::resize( int width, int height ) {
           set_aspect_ratio((float)view_h / (float)width);
       }
 
-      ssgSetFOV( viewmgr->get_current_view()->get_h_fov(),
-               viewmgr->get_current_view()->get_v_fov() );
+      setFOV( viewmgr->get_current_view()->get_h_fov(),
+              viewmgr->get_current_view()->get_v_fov() );
+      // cout << "setFOV(" << viewmgr->get_current_view()->get_h_fov()
+      //      << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
+      //      << endl;
 
-#ifdef FG_USE_CLOUDS_3D
-      sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
-               viewmgr->get_current_view()->get_v_fov() );
-#endif
     }
 
     fgHUDReshape();
@@ -938,4 +810,115 @@ FGRenderer::resize( int width, int height ) {
 }
 
 
+// These are wrapper functions around ssgSetNearFar() and ssgSetFOV()
+// which will post process and rewrite the resulting frustum if we
+// want to do asymmetric view frustums.
+
+static void fgHackFrustum() {
+
+    // specify a percent of the configured view frustum to actually
+    // display.  This is a bit of a hack to achieve asymmetric view
+    // frustums.  For instance, if you want to display two monitors
+    // side by side, you could specify each with a double fov, a 0.5
+    // aspect ratio multiplier, and then the left side monitor would
+    // have a left_pct = 0.0, a right_pct = 0.5, a bottom_pct = 0.0,
+    // and a top_pct = 1.0.  The right side monitor would have a
+    // left_pct = 0.5 and a right_pct = 1.0.
+
+    static SGPropertyNode *left_pct
+        = fgGetNode("/sim/current-view/frustum-left-pct");
+    static SGPropertyNode *right_pct
+        = fgGetNode("/sim/current-view/frustum-right-pct");
+    static SGPropertyNode *bottom_pct
+        = fgGetNode("/sim/current-view/frustum-bottom-pct");
+    static SGPropertyNode *top_pct
+        = fgGetNode("/sim/current-view/frustum-top-pct");
+
+    sgFrustum *f = ssgGetFrustum();
+
+    // cout << " l = " << f->getLeft()
+    //      << " r = " << f->getRight()
+    //      << " b = " << f->getBot()
+    //      << " t = " << f->getTop()
+    //      << " n = " << f->getNear()
+    //      << " f = " << f->getFar()
+    //      << endl;
+
+    double width = f->getRight() - f->getLeft();
+    double height = f->getTop() - f->getBot();
+
+    double l, r, t, b;
+
+    if ( left_pct != NULL ) {
+        l = f->getLeft() + width * left_pct->getDoubleValue();
+    } else {
+        l = f->getLeft();
+    }
+
+    if ( right_pct != NULL ) {
+        r = f->getLeft() + width * right_pct->getDoubleValue();
+    } else {
+        r = f->getRight();
+    }
+
+    if ( bottom_pct != NULL ) {
+        b = f->getBot() + height * bottom_pct->getDoubleValue();
+    } else {
+        b = f->getBot();
+    }
+
+    if ( top_pct != NULL ) {
+        t = f->getBot() + height * top_pct->getDoubleValue();
+    } else {
+        t = f->getTop();
+    }
+
+    ssgSetFrustum(l, r, b, t, f->getNear(), f->getFar());
+}
+
+
+// we need some static storage space for these values.  However, we
+// can't store it in a renderer class object because the functions
+// that manipulate these are static.  They are static so they can
+// interface to the display callback system.  There's probably a
+// better way, there has to be a better way, but I'm not seeing it
+// right now.
+static float fov_width = 55.0;
+static float fov_height = 42.0;
+static float fov_near = 1.0;
+static float fov_far = 1000.0;
+
+
+/** FlightGear code should use this routine to set the FOV rather than
+ *  calling the ssg routine directly
+ */
+void FGRenderer::setFOV( float w, float h ) {
+    fov_width = w;
+    fov_height = h;
+
+    // fully specify the view frustum before hacking it (so we don't
+    // accumulate hacked effects
+    ssgSetFOV( w, h );
+    ssgSetNearFar( fov_near, fov_far );
+    fgHackFrustum();
+    sgEnviro.setFOV( w, h );
+}
+
+
+/** FlightGear code should use this routine to set the Near/Far clip
+ *  planes rather than calling the ssg routine directly
+ */
+void FGRenderer::setNearFar( float n, float f ) {
+    fov_near = n;
+    fov_far = f;
+
+    // fully specify the view frustum before hacking it (so we don't
+    // accumulate hacked effects
+    ssgSetNearFar( n, f );
+    ssgSetFOV( fov_width, fov_height );
+
+    fgHackFrustum();
+}
+
+
 // end of renderer.cxx