]> git.mxchange.org Git - flightgear.git/blobdiff - src/Objects/obj.cxx
Added static port system and a new altimeter model connected to it.
[flightgear.git] / src / Objects / obj.cxx
index e4b1b0670c37e731d50ab2372b66544938ddb919..0ecf55d759661254a0ad7b9669cd2698bf46bfea 100644 (file)
 #  include <config.h>
 #endif
 
-#ifdef FG_MATH_EXCEPTION_CLASH
+#ifdef SG_MATH_EXCEPTION_CLASH
 #  include <math.h>
 #endif
 
 #include <stdio.h>
 #include <string.h>
 
-// #if defined ( __sun__ )
-// extern "C" void *memmove(void *, const void *, size_t);
-// extern "C" void *memset(void *, int, size_t);
-// #endif
-
-#include <Include/compiler.h>
+#include <simgear/compiler.h>
+#include <simgear/sg_inlines.h>
+#include <simgear/io/sg_binobj.hxx>
 
 #include STL_STRING
-#include <map>                 // STL
-#include <vector>              // STL
-#include <ctype.h>             // isdigit()
-
-#include <Debug/logstream.hxx>
-#include <Misc/fgstream.hxx>
-#include <Include/fg_constants.h>
-#include <Main/options.hxx>
-#include <Math/mat3.h>
-#include <Math/fg_geodesy.hxx>
-#include <Math/fg_random.h>
-#include <Math/point3d.hxx>
-#include <Math/polar3d.hxx>
-#include <Misc/stopwatch.hxx>
+#include <map>                  // STL
+#include <vector>               // STL
+#include <ctype.h>              // isdigit()
+
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/math/vector.hxx>
+#include <simgear/misc/sgstream.hxx>
+#include <simgear/misc/stopwatch.hxx>
+#include <simgear/misc/texcoord.hxx>
+
+#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
+#include <Time/light.hxx>
 #include <Scenery/tileentry.hxx>
 
-#include "materialmgr.hxx"
+#include "newmat.hxx"
+#include "matlib.hxx"
 #include "obj.hxx"
 
-FG_USING_STD(string);
-FG_USING_STD(vector);
+SG_USING_STD(string);
+SG_USING_STD(vector);
 
 
 typedef vector < int > int_list;
@@ -71,30 +73,19 @@ typedef int_list::const_iterator int_point_list_iterator;
 static double normals[FG_MAX_NODES][3];
 static double tex_coords[FG_MAX_NODES*3][3];
 
-
-// given three points defining a triangle, calculate the normal
-static void calc_normal(Point3D p1, Point3D p2, 
-                       Point3D p3, double normal[3])
+static int
+runway_lights_predraw (ssgEntity * e)
 {
-    double v1[3], v2[3];
-    double temp;
-
-    v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
-    v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
-
-    MAT3cross_product(normal, v1, v2);
-    MAT3_NORMALIZE_VEC(normal,temp);
-
-    // fgPrintf( FG_TERRAIN, FG_DEBUG, "  Normal = %.2f %.2f %.2f\n", 
-    //           normal[0], normal[1], normal[2]);
+                                // Turn on lights only at night
+    float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
+    return int(sun_angle > 90.0);
 }
 
 
 #define FG_TEX_CONSTANT 69.0
 
-
 // Calculate texture coordinates for a given point.
-static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) {
+static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
     Point3D cp;
     Point3D pp;
     // double tmplon, tmplat;
@@ -103,24 +94,24 @@ static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) {
     // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
 
     cp = Point3D( node[0] + ref.x(),
-                 node[1] + ref.y(),
-                 node[2] + ref.z() );
+                  node[1] + ref.y(),
+                  node[2] + ref.z() );
 
-    pp = fgCartToPolar3d(cp);
+    pp = sgCartToPolar3d(cp);
 
-    // tmplon = pp.lon() * RAD_TO_DEG;
-    // tmplat = pp.lat() * RAD_TO_DEG;
+    // tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
+    // tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
     // cout << tmplon << " " << tmplat << endl;
 
-    pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
-    pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
+    pp.setx( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.x(), 11.0) );
+    pp.sety( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.y(), 11.0) );
 
     if ( pp.x() < 0.0 ) {
-       pp.setx( pp.x() + 11.0 );
+        pp.setx( pp.x() + 11.0 );
     }
 
     if ( pp.y() < 0.0 ) {
-       pp.sety( pp.y() + 11.0 );
+        pp.sety( pp.y() + 11.0 );
     }
 
     // cout << pp << endl;
@@ -129,43 +120,46 @@ static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) {
 }
 
 
-// Generate a generic ocean tile on the fly
-ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
-    fgFRAGMENT fragment;
-    fragment.init();
-    fragment.tile_ptr = t;
+// Generate an ocean tile
+bool fgGenTile( const string& path, SGBucket b,
+                      Point3D *center,
+                      double *bounding_radius,
+                      ssgBranch* geometry )
+{
+    FGNewMat *newmat;
 
     ssgSimpleState *state = NULL;
 
-    ssgBranch *tile = new ssgBranch () ;
-    tile -> setName ( (char *)path.c_str() ) ;
+    geometry -> setName ( (char *)path.c_str() ) ;
+
+    double tex_width = 1000.0;
+    // double tex_height;
 
     // find Ocean material in the properties list
-    if ( ! material_mgr.find( "Ocean", fragment.material_ptr )) {
-       FG_LOG( FG_TERRAIN, FG_ALERT, 
-               "Ack! unknown usemtl name = " << "Ocean" 
-               << " in " << path );
+    newmat = material_lib.find( "Ocean" );
+    if ( newmat != NULL ) {
+        // set the texture width and height values for this
+        // material
+        tex_width = newmat->get_xsize();
+        // tex_height = newmat->get_ysize();
+        
+        // set ssgState
+        state = newmat->get_state();
+    } else {
+        SG_LOG( SG_TERRAIN, SG_ALERT, 
+                "Ack! unknown usemtl name = " << "Ocean" 
+                << " in " << path );
     }
 
-    // set the texture width and height values for this
-    // material
-    FGMaterial m = fragment.material_ptr->get_m();
-    // double tex_width = m.get_xsize();
-    // double tex_height = m.get_ysize();
-
-    // set ssgState
-    state = fragment.material_ptr->get_state();
-
     // Calculate center point
-    FGBucket b = t->tile_bucket;
     double clon = b.get_center_lon();
     double clat = b.get_center_lat();
     double height = b.get_height();
     double width = b.get_width();
 
-    Point3D center = fgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0));
-    t->center = center;
-    fragment.center = center;
+    *center = sgGeodToCart( Point3D(clon*SGD_DEGREES_TO_RADIANS,
+                                    clat*SGD_DEGREES_TO_RADIANS,
+                                    0.0) );
     // cout << "center = " << center << endl;;
     
     // Caculate corner vertices
@@ -176,129 +170,666 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
     geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
 
     Point3D rad[4];
-    for ( int i = 0; i < 4; ++i ) {
-       rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
-                         geod[i].z() );
+    int i;
+    for ( i = 0; i < 4; ++i ) {
+        rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
+                          geod[i].y() * SGD_DEGREES_TO_RADIANS,
+                          geod[i].z() );
     }
 
     Point3D cart[4], rel[4];
-    t->nodes.clear();
-    for ( int i = 0; i < 4; ++i ) {
-       cart[i] = fgGeodToCart(rad[i]);
-       rel[i] = cart[i] - center;
-       t->nodes.push_back( rel[i] );
-       // cout << "corner " << i << " = " << cart[i] << endl;
+    for ( i = 0; i < 4; ++i ) {
+        cart[i] = sgGeodToCart(rad[i]);
+        rel[i] = cart[i] - *center;
+        // cout << "corner " << i << " = " << cart[i] << endl;
     }
 
-    t->ncount = 4;
-
     // Calculate bounding radius
-    t->bounding_radius = center.distance3D( cart[0] );
-    fragment.bounding_radius = t->bounding_radius;
+    *bounding_radius = center->distance3D( cart[0] );
     // cout << "bounding radius = " << t->bounding_radius << endl;
 
     // Calculate normals
     Point3D normals[4];
-    for ( int i = 0; i < 4; ++i ) {
-       normals[i] = cart[i];
-       double length = normals[i].distance3D( Point3D(0.0) );
-       normals[i] /= length;
-       // cout << "normal = " << normals[i] << endl;
+    for ( i = 0; i < 4; ++i ) {
+        double length = cart[i].distance3D( Point3D(0.0) );
+        normals[i] = cart[i] / length;
+        // cout << "normal = " << normals[i] << endl;
     }
 
     // Calculate texture coordinates
-    Point3D texs[4];
-    for ( int i = 0; i < 4; ++i ) {
-       texs[i] = calc_tex_coords( rel[i], center );
-       // cout << "texture coordinate = " << texs[i] << endl;
+    point_list geod_nodes;
+    geod_nodes.clear();
+    geod_nodes.reserve(4);
+    int_list rectangle;
+    rectangle.clear();
+    rectangle.reserve(4);
+    for ( i = 0; i < 4; ++i ) {
+        geod_nodes.push_back( geod[i] );
+        rectangle.push_back( i );
     }
+    point_list texs = calc_tex_coords( b, geod_nodes, rectangle, 
+                                       1000.0 / tex_width );
+
+    // Allocate ssg structure
+    ssgVertexArray   *vl = new ssgVertexArray( 4 );
+    ssgNormalArray   *nl = new ssgNormalArray( 4 );
+    ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
+    ssgColourArray   *cl = new ssgColourArray( 1 );
+
+    sgVec4 color;
+    sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+    cl->add( color );
+
+    // sgVec3 *vtlist = new sgVec3 [ 4 ];
+    // t->vec3_ptrs.push_back( vtlist );
+    // sgVec3 *vnlist = new sgVec3 [ 4 ];
+    // t->vec3_ptrs.push_back( vnlist );
+    // sgVec2 *tclist = new sgVec2 [ 4 ];
+    // t->vec2_ptrs.push_back( tclist );
+
+    sgVec2 tmp2;
+    sgVec3 tmp3;
+    for ( i = 0; i < 4; ++i ) {
+        sgSetVec3( tmp3, 
+                   rel[i].x(), rel[i].y(), rel[i].z() );
+        vl->add( tmp3 );
+
+        sgSetVec3( tmp3, 
+                   normals[i].x(), normals[i].y(), normals[i].z() );
+        nl->add( tmp3 );
+
+        sgSetVec2( tmp2, texs[i].x(), texs[i].y());
+        tl->add( tmp2 );
+    }
+    
+    ssgLeaf *leaf = 
+        new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
 
-    // Build flight gear structure
-    fragment.add_face(0, 1, 2);
-    fragment.add_face(0, 2, 3);
-    t->fragment_list.push_back(fragment);
+    leaf->setState( state );
 
-    // Build ssg structure
-    t->vtlist = new sgVec3 [ 4 ];
-    t->vnlist = new sgVec3 [ 4 ];
-    t->tclist = new sgVec2 [ 4 ];
+    geometry->addKid( leaf );
 
-    for ( int i = 0; i < 4; ++i ) {
-       sgSetVec3( t->vtlist[i], 
-                  rel[i].x(), rel[i].y(), rel[i].z() );
-       sgSetVec3( t->vnlist[i], 
-                  normals[i].x(), normals[i].y(), normals[i].z() );
-       sgSetVec2( t->tclist[i], texs[i].x(), texs[i].y() );
+    return true;
+}
+
+
+static void random_pt_inside_tri( float *res,
+                                  float *n1, float *n2, float *n3 )
+{
+    double a = sg_random();
+    double b = sg_random();
+    if ( a + b > 1.0 ) {
+        a = 1.0 - a;
+        b = 1.0 - b;
     }
-    
-    unsigned short *vindex = new unsigned short [ 4 ];
-    unsigned short *tindex = new unsigned short [ 4 ];
-    for ( int i = 0; i < 4; ++i ) {
-       vindex[i] = i;
-       tindex[i] = i;
+    double c = 1 - a - b;
+
+    res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
+    res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
+    res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
+}
+
+
+static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
+                                       double factor ) {
+    int num = leaf->getNumTriangles();
+    if ( num > 0 ) {
+        short int n1, n2, n3;
+        float *p1, *p2, *p3;
+        sgVec3 result;
+
+        // generate a repeatable random seed
+        p1 = leaf->getVertex( 0 );
+        unsigned int seed = (unsigned int)(fabs(p1[0]*100));
+        sg_srandom( seed );
+
+        for ( int i = 0; i < num; ++i ) {
+            leaf->getTriangle( i, &n1, &n2, &n3 );
+            p1 = leaf->getVertex(n1);
+            p2 = leaf->getVertex(n2);
+            p3 = leaf->getVertex(n3);
+            double area = sgTriArea( p1, p2, p3 );
+            double num = area / factor;
+
+            // generate a light point for each unit of area
+            while ( num > 1.0 ) {
+                random_pt_inside_tri( result, p1, p2, p3 );
+                lights->add( result );
+                num -= 1.0;
+            }
+            // for partial units of area, use a zombie door method to
+            // create the proper random chance of a light being created
+            // for this triangle
+            if ( num > 0.0 ) {
+                if ( sg_random() <= num ) {
+                    // a zombie made it through our door
+                    random_pt_inside_tri( result, p1, p2, p3 );
+                    lights->add( result );
+                }
+            }
+        }
     }
+}
 
-    ssgLeaf *leaf = 
-       new ssgVTable ( GL_TRIANGLE_FAN,
-                       4, vindex, t->vtlist,
-                       4, vindex, t->vnlist,
-                       4, tindex, t->tclist,
-                       0, NULL, NULL ) ;
-    leaf->setState( state );
 
-    tile->addKid( leaf );
+/**
+ * User data for populating leaves when they come in range.
+ */
+class LeafUserData : public ssgBase
+{
+public:
+    bool is_filled_in;
+    ssgLeaf * leaf;
+    FGNewMat * mat;
+    ssgBranch * branch;
+    float sin_lat;
+    float cos_lat;
+    float sin_lon;
+    float cos_lon;
+
+    void setup_triangle( int i );
+};
+
+
+/**
+ * User data for populating triangles when they come in range.
+ */
+class TriUserData : public ssgBase
+{
+public:
+  bool is_filled_in;
+  float * p1;
+  float * p2;
+  float * p3;
+    sgVec3 center;
+    double area;
+  FGNewMat::ObjectGroup * object_group;
+  ssgBranch * branch;
+    LeafUserData * leafData;
+  unsigned int seed;
+
+    void fill_in_triangle();
+    void add_object_to_triangle(FGNewMat::Object * object);
+    void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
+};
+
+
+/**
+ * Fill in a triangle with randomly-placed objects.
+ *
+ * This method is invoked by a callback when the triangle is in range
+ * but not yet populated.
+ *
+ */
+
+void TriUserData::fill_in_triangle ()
+{
+                                // generate a repeatable random seed
+    sg_srandom(seed);
+
+    int nObjects = object_group->get_object_count();
+
+    for (int i = 0; i < nObjects; i++) {
+      FGNewMat::Object * object = object_group->get_object(i);
+      double num = area / object->get_coverage_m2();
+
+      // place an object each unit of area
+      while ( num > 1.0 ) {
+            add_object_to_triangle(object);
+        num -= 1.0;
+      }
+      // for partial units of area, use a zombie door method to
+      // create the proper random chance of an object being created
+      // for this triangle
+      if ( num > 0.0 ) {
+        if ( sg_random() <= num ) {
+          // a zombie made it through our door
+                add_object_to_triangle(object);
+        }
+      }
+    }
+}
 
-    return tile;
+void TriUserData::add_object_to_triangle (FGNewMat::Object * object)
+{
+    // Set up the random heading if required.
+    double hdg_deg = 0;
+    if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
+        hdg_deg = sg_random() * 360;
+
+    sgMat4 mat;
+    makeWorldMatrix(mat, hdg_deg);
+
+    ssgTransform * pos = new ssgTransform;
+    pos->setTransform(mat);
+    pos->addKid(object->get_random_model());
+    branch->addKid(pos);
+}
+
+void TriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
+{
+    if (hdg_deg == 0) {
+        mat[0][0] =  leafData->sin_lat * leafData->cos_lon;
+        mat[0][1] =  leafData->sin_lat * leafData->sin_lon;
+        mat[0][2] = -leafData->cos_lat;
+        mat[0][3] =  SG_ZERO;
+
+        mat[1][0] =  -leafData->sin_lon;
+        mat[1][1] =  leafData->cos_lon;
+        mat[1][2] =  SG_ZERO;
+        mat[1][3] =  SG_ZERO;
+    } else {
+        float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
+        float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
+        mat[0][0] =  cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
+        mat[0][1] =  cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
+        mat[0][2] = -cos_hdg * leafData->cos_lat;
+        mat[0][3] =  SG_ZERO;
+
+        mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
+        mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
+        mat[1][2] =  sin_hdg * leafData->cos_lat;
+        mat[1][3] =  SG_ZERO;
+    }
+
+    mat[2][0] = leafData->cos_lat * leafData->cos_lon;
+    mat[2][1] = leafData->cos_lat * leafData->sin_lon;
+    mat[2][2] = leafData->sin_lat;
+    mat[2][3] = SG_ZERO;
+
+    // translate to random point in triangle
+    sgVec3 result;
+    random_pt_inside_tri(result, p1, p2, p3);
+    sgSubVec3(mat[3], result, center);
+
+    mat[3][3] = SG_ONE ;
+}
+
+/**
+ * SSG callback for an in-range triangle of randomly-placed objects.
+ *
+ * This pretraversal callback is attached to a branch that is traversed
+ * only when a triangle is in range.  If the triangle is not currently
+ * populated with randomly-placed objects, this callback will populate
+ * it.
+ *
+ * @param entity The entity to which the callback is attached (not used).
+ * @param mask The entity's traversal mask (not used).
+ * @return Always 1, to allow traversal and culling to continue.
+ */
+static int
+tri_in_range_callback (ssgEntity * entity, int mask)
+{
+  TriUserData * data = (TriUserData *)entity->getUserData();
+  if (!data->is_filled_in) {
+        data->fill_in_triangle();
+    data->is_filled_in = true;
+  }
+  return 1;
+}
+
+
+/**
+ * SSG callback for an out-of-range triangle of randomly-placed objects.
+ *
+ * This pretraversal callback is attached to a branch that is traversed
+ * only when a triangle is out of range.  If the triangle is currently
+ * populated with randomly-placed objects, the objects will be removed.
+ *
+ *
+ * @param entity The entity to which the callback is attached (not used).
+ * @param mask The entity's traversal mask (not used).
+ * @return Always 0, to prevent any further traversal or culling.
+ */
+static int
+tri_out_of_range_callback (ssgEntity * entity, int mask)
+{
+  TriUserData * data = (TriUserData *)entity->getUserData();
+  if (data->is_filled_in) {
+    data->branch->removeAllKids();
+    data->is_filled_in = false;
+  }
+  return 0;
+}
+
+
+/**
+ * ssgEntity with a dummy bounding sphere, to fool culling.
+ *
+ * This forces the in-range and out-of-range branches to be visited
+ * when appropriate, even if they have no children.  It's ugly, but
+ * it works and seems fairly efficient (since branches can still
+ * be culled when they're out of the view frustum).
+ */
+class DummyBSphereEntity : public ssgEntity
+{
+public:
+  DummyBSphereEntity (float radius)
+  {
+    bsphere.setCenter(0, 0, 0);
+    bsphere.setRadius(radius);
+  }
+  virtual ~DummyBSphereEntity () {}
+  virtual void recalcBSphere () { bsphere_is_invalid = false; }
+  virtual void cull (sgFrustum *f, sgMat4 m, int test_needed) {}
+  virtual void isect (sgSphere *s, sgMat4 m, int test_needed) {}
+  virtual void hot (sgVec3 s, sgMat4 m, int test_needed) {}
+  virtual void los (sgVec3 s, sgMat4 m, int test_needed) {}
+};
+
+
+/**
+ * Calculate the bounding radius of a triangle from its center.
+ *
+ * @param center The triangle center.
+ * @param p1 The first point in the triangle.
+ * @param p2 The second point in the triangle.
+ * @param p3 The third point in the triangle.
+ * @return The greatest distance any point lies from the center.
+ */
+static inline float
+get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
+{
+   return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
+                         sgDistanceSquaredVec3(center, p2),
+                         sgDistanceSquaredVec3(center, p3) ) );
+}
+
+
+/**
+ * Set up a triangle for randomly-placed objects.
+ *
+ * No objects will be added unless the triangle comes into range.
+ *
+ */
+
+void LeafUserData::setup_triangle (int i )
+{
+    short n1, n2, n3;
+    leaf->getTriangle(i, &n1, &n2, &n3);
+
+    float * p1 = leaf->getVertex(n1);
+    float * p2 = leaf->getVertex(n2);
+    float * p3 = leaf->getVertex(n3);
+
+                                // Set up a single center point for LOD
+    sgVec3 center;
+    sgSetVec3(center,
+              (p1[0] + p2[0] + p3[0]) / 3.0,
+              (p1[1] + p2[1] + p3[1]) / 3.0,
+              (p1[2] + p2[2] + p3[2]) / 3.0);
+    double area = sgTriArea(p1, p2, p3);
+      
+                                // maximum radius of an object from center.
+    double bounding_radius = get_bounding_radius(center, p1, p2, p3);
+
+                                // Set up a transformation to the center
+                                // point, so that everything else can
+                                // be specified relative to it.
+    ssgTransform * location = new ssgTransform;
+    sgMat4 TRANS;
+    sgMakeTransMat4(TRANS, center);
+    location->setTransform(TRANS);
+    branch->addKid(location);
+
+                                // Iterate through all the object types.
+    int num_groups = mat->get_object_group_count();
+    for (int j = 0; j < num_groups; j++) {
+                                // Look up the random object.
+        FGNewMat::ObjectGroup * group = mat->get_object_group(j);
+
+                                // Set up the range selector for the entire
+                                // triangle; note that we use the object
+                                // range plus the bounding radius here, to
+                                // allow for objects far from the center.
+        float ranges[] = { 0,
+                          group->get_range_m() + bounding_radius,
+                SG_MAX };
+        ssgRangeSelector * lod = new ssgRangeSelector;
+        lod->setRanges(ranges, 3);
+        location->addKid(lod);
+
+                                // Create the in-range and out-of-range
+                                // branches.
+        ssgBranch * in_range = new ssgBranch;
+        ssgBranch * out_of_range = new ssgBranch;
+
+                                // Set up the user data for if/when
+                                // the random objects in this triangle
+                                // are filled in.
+        TriUserData * data = new TriUserData;
+        data->is_filled_in = false;
+        data->p1 = p1;
+        data->p2 = p2;
+        data->p3 = p3;
+        sgCopyVec3 (data->center, center);
+        data->area = area;
+        data->object_group = group;
+        data->branch = in_range;
+        data->leafData = this;
+        data->seed = (unsigned int)(p1[0] * j);
+
+                                // Set up the in-range node.
+        in_range->setUserData(data);
+        in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
+                                 tri_in_range_callback);
+        lod->addKid(in_range);
+
+                                // Set up the out-of-range node.
+        out_of_range->setUserData(data);
+        out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
+                                      tri_out_of_range_callback);
+        out_of_range->addKid(new DummyBSphereEntity(bounding_radius));
+        lod->addKid(out_of_range);
+    }
+}
+
+/**
+ * SSG callback for an in-range leaf of randomly-placed objects.
+ *
+ * This pretraversal callback is attached to a branch that is
+ * traversed only when a leaf is in range.  If the leaf is not
+ * currently prepared to be populated with randomly-placed objects,
+ * this callback will prepare it (actual population is handled by
+ * the tri_in_range_callback for individual triangles).
+ *
+ * @param entity The entity to which the callback is attached (not used).
+ * @param mask The entity's traversal mask (not used).
+ * @return Always 1, to allow traversal and culling to continue.
+ */
+static int
+leaf_in_range_callback (ssgEntity * entity, int mask)
+{
+  LeafUserData * data = (LeafUserData *)entity->getUserData();
+
+  if (!data->is_filled_in) {
+                                // Iterate through all the triangles
+                                // and populate them.
+    int num_tris = data->leaf->getNumTriangles();
+    for ( int i = 0; i < num_tris; ++i ) {
+            data->setup_triangle(i);
+    }
+    data->is_filled_in = true;
+  }
+  return 1;
+}
+
+
+/**
+ * SSG callback for an out-of-range leaf of randomly-placed objects.
+ *
+ * This pretraversal callback is attached to a branch that is
+ * traversed only when a leaf is out of range.  If the leaf is
+ * currently prepared to be populated with randomly-placed objects (or
+ * is actually populated), the objects will be removed.
+ *
+ * @param entity The entity to which the callback is attached (not used).
+ * @param mask The entity's traversal mask (not used).
+ * @return Always 0, to prevent any further traversal or culling.
+ */
+static int
+leaf_out_of_range_callback (ssgEntity * entity, int mask)
+{
+  LeafUserData * data = (LeafUserData *)entity->getUserData();
+  if (data->is_filled_in) {
+    data->branch->removeAllKids();
+    data->is_filled_in = false;
+  }
+  return 0;
 }
 
 
-// Load a .obj file and build the fragment list
-ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
-    fgFRAGMENT fragment;
+/**
+ * Randomly place objects on a surface.
+ *
+ * The leaf node provides the geometry of the surface, while the
+ * material provides the objects and placement density.  Latitude
+ * and longitude are required so that the objects can be rotated
+ * to the world-up vector.  This function does not actually add
+ * any objects; instead, it attaches an ssgRangeSelector to the
+ * branch with callbacks to generate the objects when needed.
+ *
+ * @param leaf The surface where the objects should be placed.
+ * @param branch The branch that will hold the randomly-placed objects.
+ * @param center The center of the leaf in FlightGear coordinates.
+ * @param material_name The name of the surface's material.
+ */
+static void
+gen_random_surface_objects (ssgLeaf *leaf,
+                            ssgBranch *branch,
+                            Point3D * center,
+                            const string &material_name)
+{
+                                // If the surface has no triangles, return
+                                // now.
+    int num_tris = leaf->getNumTriangles();
+    if (num_tris < 1)
+      return;
+
+                                // Get the material for this surface.
+    FGNewMat * mat = material_lib.find(material_name);
+    if (mat == 0) {
+      SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
+      return;
+    }
+
+                                // If the material has no randomly-placed
+                                // objects, return now.
+    if (mat->get_object_group_count() < 1)
+      return;
+
+                                // Calculate the geodetic centre of
+                                // the tile, for aligning automatic
+                                // objects.
+    double lon_deg, lat_rad, lat_deg, alt_m, sl_radius_m;
+    Point3D geoc = sgCartToPolar3d(*center);
+    lon_deg = geoc.lon() * SGD_RADIANS_TO_DEGREES;
+    sgGeocToGeod(geoc.lat(), geoc.radius(),
+                 &lat_rad, &alt_m, &sl_radius_m);
+    lat_deg = lat_rad * SGD_RADIANS_TO_DEGREES;
+
+                                // LOD for the leaf
+                                // max random object range: 20000m
+    float ranges[] = { 0, 20000, 1000000 };
+    ssgRangeSelector * lod = new ssgRangeSelector;
+    lod->setRanges(ranges, 3);
+    branch->addKid(lod);
+
+                                // Create the in-range and out-of-range
+                                // branches.
+    ssgBranch * in_range = new ssgBranch;
+    ssgBranch * out_of_range = new ssgBranch;
+    lod->addKid(in_range);
+    lod->addKid(out_of_range);
+
+    LeafUserData * data = new LeafUserData;
+    data->is_filled_in = false;
+    data->leaf = leaf;
+    data->mat = mat;
+    data->branch = in_range;
+    data->sin_lat = sin(lat_deg * SGD_DEGREES_TO_RADIANS);
+    data->cos_lat = cos(lat_deg * SGD_DEGREES_TO_RADIANS);
+    data->sin_lon = sin(lon_deg * SGD_DEGREES_TO_RADIANS);
+    data->cos_lon = cos(lon_deg * SGD_DEGREES_TO_RADIANS);
+
+    in_range->setUserData(data);
+    in_range->setTravCallback(SSG_CALLBACK_PRETRAV, leaf_in_range_callback);
+    out_of_range->setUserData(data);
+    out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
+                                   leaf_out_of_range_callback);
+    out_of_range
+      ->addKid(new DummyBSphereEntity(leaf->getBSphere()->getRadius()));
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Scenery loaders.
+////////////////////////////////////////////////////////////////////////
+
+
+// Load an Ascii obj file
+ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
+                           ssgVertexArray *lights, const bool is_base)
+{
+    FGNewMat *newmat = NULL;
+    string material;
+    float coverage = -1;
     Point3D pp;
-    double approx_normal[3] /*, normal[3], scale = 0.0 */;
+    // sgVec3 approx_normal;
+    // double normal[3], scale = 0.0;
     // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
     // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
     // GLint display_list = 0;
     int shading;
-    bool in_fragment = false, in_faces = false;
+    bool in_faces = false;
     int vncount, vtcount;
-    int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
+    int n1 = 0, n2 = 0, n3 = 0;
     int tex;
-    int last1 = 0, last2 = 0, odd = 0;
+    // int last1 = 0, last2 = 0;
+    bool odd = false;
     point_list nodes;
     Point3D node;
     Point3D center;
+    double scenery_version = 0.0;
     double tex_width = 1000.0, tex_height = 1000.0;
     bool shared_done = false;
     int_list fan_vertices;
     int_list fan_tex_coords;
     int i;
     ssgSimpleState *state = NULL;
+    sgVec3 *vtlist, *vnlist;
+    sgVec2 *tclist;
 
     ssgBranch *tile = new ssgBranch () ;
+
     tile -> setName ( (char *)path.c_str() ) ;
 
     // Attempt to open "path.gz" or "path"
-    fg_gzifstream in( path );
+    sg_gzifstream in( path );
     if ( ! in.is_open() ) {
-       FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
-       FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
+
+        delete tile;
 
-       return fgGenTile( path, t );
+        return NULL;
     }
 
-    shading = current_options.get_shading();
+    shading = fgGetBool("/sim/rendering/shading");
 
-    in_fragment = false;
-    t->ncount = 0;
+    if ( is_base ) {
+        t->ncount = 0;
+    }
     vncount = 0;
     vtcount = 0;
-    t->bounding_radius = 0.0;
+    if ( is_base ) {
+        t->bounding_radius = 0.0;
+    }
     center = t->center;
 
-    StopWatch stopwatch;
-    stopwatch.start();
+    // StopWatch stopwatch;
+    // stopwatch.start();
 
     // ignore initial comments and blank lines. (priming the pump)
     // in >> skipcomment;
@@ -309,559 +840,654 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
 
 #ifdef __MWERKS__
     while ( in.get(c) && c  != '\0' ) {
-       in.putback(c);
+        in.putback(c);
 #else
     while ( ! in.eof() ) {
 #endif
+        in >> ::skipws;
+
+        if ( in.get( c ) && c == '#' ) {
+            // process a comment line
+
+            // getline( in, line );
+            // cout << "comment = " << line << endl;
+
+            in >> token;
+
+            if ( token == "Version" ) {
+                // read scenery versions number
+                in >> scenery_version;
+                // cout << "scenery_version = " << scenery_version << endl;
+                if ( scenery_version > 0.4 ) {
+                    SG_LOG( SG_TERRAIN, SG_ALERT, 
+                            "\nYou are attempting to load a tile format that\n"
+                            << "is newer than this version of flightgear can\n"
+                            << "handle.  You should upgrade your copy of\n"
+                            << "FlightGear to the newest version.  For\n"
+                            << "details, please see:\n"
+                            << "\n    http://www.flightgear.org\n" );
+                    exit(-1);
+                }
+            } else if ( token == "gbs" ) {
+                // reference point (center offset)
+                if ( is_base ) {
+                    in >> t->center >> t->bounding_radius;
+                } else {
+                    Point3D junk1;
+                    double junk2;
+                    in >> junk1 >> junk2;
+                }
+                center = t->center;
+                // cout << "center = " << center 
+                //      << " radius = " << t->bounding_radius << endl;
+            } else if ( token == "bs" ) {
+                // reference point (center offset)
+                // (skip past this)
+                Point3D junk1;
+                double junk2;
+                in >> junk1 >> junk2;
+            } else if ( token == "usemtl" ) {
+                // material property specification
+
+                // if first usemtl with shared_done = false, then set
+                // shared_done true and build the ssg shared lists
+                if ( ! shared_done ) {
+                    // sanity check
+                    if ( (int)nodes.size() != vncount ) {
+                        SG_LOG( SG_TERRAIN, SG_ALERT, 
+                                "Tile has mismatched nodes = " << nodes.size()
+                                << " and normals = " << vncount << " : " 
+                                << path );
+                        // exit(-1);
+                    }
+                    shared_done = true;
+
+                    vtlist = new sgVec3 [ nodes.size() ];
+                    t->vec3_ptrs.push_back( vtlist );
+                    vnlist = new sgVec3 [ vncount ];
+                    t->vec3_ptrs.push_back( vnlist );
+                    tclist = new sgVec2 [ vtcount ];
+                    t->vec2_ptrs.push_back( tclist );
+
+                    for ( i = 0; i < (int)nodes.size(); ++i ) {
+                        sgSetVec3( vtlist[i], 
+                                   nodes[i][0], nodes[i][1], nodes[i][2] );
+                    }
+                    for ( i = 0; i < vncount; ++i ) {
+                        sgSetVec3( vnlist[i], 
+                                   normals[i][0], 
+                                   normals[i][1],
+                                   normals[i][2] );
+                    }
+                    for ( i = 0; i < vtcount; ++i ) {
+                        sgSetVec2( tclist[i],
+                                   tex_coords[i][0],
+                                   tex_coords[i][1] );
+                    }
+                }
+
+                // display_list = xglGenLists(1);
+                // xglNewList(display_list, GL_COMPILE);
+                // printf("xglGenLists(); xglNewList();\n");
+                in_faces = false;
+
+                // scan the material line
+                in >> material;
+                
+                // find this material in the properties list
+
+                newmat = material_lib.find( material );
+                if ( newmat == NULL ) {
+                    // see if this is an on the fly texture
+                    string file = path;
+                    int pos = file.rfind( "/" );
+                    file = file.substr( 0, pos );
+                    // cout << "current file = " << file << endl;
+                    file += "/";
+                    file += material;
+                    // cout << "current file = " << file << endl;
+                    if ( ! material_lib.add_item( file ) ) {
+                        SG_LOG( SG_TERRAIN, SG_ALERT, 
+                                "Ack! unknown usemtl name = " << material 
+                                << " in " << path );
+                    } else {
+                        // locate our newly created material
+                        newmat = material_lib.find( material );
+                        if ( newmat == NULL ) {
+                            SG_LOG( SG_TERRAIN, SG_ALERT, 
+                                    "Ack! bad on the fly materia create = "
+                                    << material << " in " << path );
+                        }
+                    }
+                }
+
+                if ( newmat != NULL ) {
+                    // set the texture width and height values for this
+                    // material
+                    tex_width = newmat->get_xsize();
+                    tex_height = newmat->get_ysize();
+                    state = newmat->get_state();
+                    coverage = newmat->get_light_coverage();
+                    // cout << "(w) = " << tex_width << " (h) = "
+                    //      << tex_width << endl;
+                } else {
+                    coverage = -1;
+                }
+            } else {
+                // unknown comment, just gobble the input until the
+                // end of line
+
+                in >> skipeol;
+            }
+        } else {
+            in.putback( c );
+        
+            in >> token;
+
+            // cout << "token = " << token << endl;
+
+            if ( token == "vn" ) {
+                // vertex normal
+                if ( vncount < FG_MAX_NODES ) {
+                    in >> normals[vncount][0]
+                       >> normals[vncount][1]
+                       >> normals[vncount][2];
+                    vncount++;
+                } else {
+                    SG_LOG( SG_TERRAIN, SG_ALERT, 
+                            "Read too many vertex normals in " << path 
+                            << " ... dying :-(" );
+                    exit(-1);
+                }
+            } else if ( token == "vt" ) {
+                // vertex texture coordinate
+                if ( vtcount < FG_MAX_NODES*3 ) {
+                    in >> tex_coords[vtcount][0]
+                       >> tex_coords[vtcount][1];
+                    vtcount++;
+                } else {
+                    SG_LOG( SG_TERRAIN, SG_ALERT, 
+                            "Read too many vertex texture coords in " << path
+                            << " ... dying :-("
+                            );
+                    exit(-1);
+                }
+            } else if ( token == "v" ) {
+                // node (vertex)
+                if ( t->ncount < FG_MAX_NODES ) {
+                    /* in >> nodes[t->ncount][0]
+                       >> nodes[t->ncount][1]
+                       >> nodes[t->ncount][2]; */
+                    in >> node;
+                    nodes.push_back(node);
+                    if ( is_base ) {
+                        t->ncount++;
+                    }
+                } else {
+                    SG_LOG( SG_TERRAIN, SG_ALERT, 
+                            "Read too many nodes in " << path 
+                            << " ... dying :-(");
+                    exit(-1);
+                }
+            } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
+                // triangle fan, strip, or individual face
+                // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
+
+                fan_vertices.clear();
+                fan_tex_coords.clear();
+                odd = true;
+
+                // xglBegin(GL_TRIANGLE_FAN);
+
+                in >> n1;
+                fan_vertices.push_back( n1 );
+                // xglNormal3dv(normals[n1]);
+                if ( in.get( c ) && c == '/' ) {
+                    in >> tex;
+                    fan_tex_coords.push_back( tex );
+                    if ( scenery_version >= 0.4 ) {
+                        if ( tex_width > 0 ) {
+                            tclist[tex][0] *= (1000.0 / tex_width);
+                        }
+                        if ( tex_height > 0 ) {
+                            tclist[tex][1] *= (1000.0 / tex_height);
+                        }
+                    }
+                    pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
+                    pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
+                } else {
+                    in.putback( c );
+                    pp = local_calc_tex_coords(nodes[n1], center);
+                }
+                // xglTexCoord2f(pp.x(), pp.y());
+                // xglVertex3dv(nodes[n1].get_n());
+
+                in >> n2;
+                fan_vertices.push_back( n2 );
+                // xglNormal3dv(normals[n2]);
+                if ( in.get( c ) && c == '/' ) {
+                    in >> tex;
+                    fan_tex_coords.push_back( tex );
+                    if ( scenery_version >= 0.4 ) {
+                        if ( tex_width > 0 ) {
+                            tclist[tex][0] *= (1000.0 / tex_width);
+                        }
+                        if ( tex_height > 0 ) {
+                            tclist[tex][1] *= (1000.0 / tex_height);
+                        }
+                    }
+                    pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
+                    pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
+                } else {
+                    in.putback( c );
+                    pp = local_calc_tex_coords(nodes[n2], center);
+                }
+                // xglTexCoord2f(pp.x(), pp.y());
+                // xglVertex3dv(nodes[n2].get_n());
+                
+                // read all subsequent numbers until next thing isn't a number
+                while ( true ) {
+                    in >> ::skipws;
+
+                    char c;
+                    in.get(c);
+                    in.putback(c);
+                    if ( ! isdigit(c) || in.eof() ) {
+                        break;
+                    }
+
+                    in >> n3;
+                    fan_vertices.push_back( n3 );
+                    // cout << "  triangle = "
+                    //      << n1 << "," << n2 << "," << n3
+                    //      << endl;
+                    // xglNormal3dv(normals[n3]);
+                    if ( in.get( c ) && c == '/' ) {
+                        in >> tex;
+                        fan_tex_coords.push_back( tex );
+                        if ( scenery_version >= 0.4 ) {
+                            if ( tex_width > 0 ) {
+                                tclist[tex][0] *= (1000.0 / tex_width);
+                            }
+                            if ( tex_height > 0 ) {
+                                tclist[tex][1] *= (1000.0 / tex_height);
+                            }
+                        }
+                        pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
+                        pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
+                    } else {
+                        in.putback( c );
+                        pp = local_calc_tex_coords(nodes[n3], center);
+                    }
+                    // xglTexCoord2f(pp.x(), pp.y());
+                    // xglVertex3dv(nodes[n3].get_n());
+
+                    if ( (token == "tf") || (token == "f") ) {
+                        // triangle fan
+                        n2 = n3;
+                    } else {
+                        // triangle strip
+                        odd = !odd;
+                        n1 = n2;
+                        n2 = n3;
+                    }
+                }
+
+                // xglEnd();
+
+                // build the ssg entity
+                int size = (int)fan_vertices.size();
+                ssgVertexArray   *vl = new ssgVertexArray( size );
+                ssgNormalArray   *nl = new ssgNormalArray( size );
+                ssgTexCoordArray *tl = new ssgTexCoordArray( size );
+                ssgColourArray   *cl = new ssgColourArray( 1 );
+
+                sgVec4 color;
+                sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+                cl->add( color );
+
+                sgVec2 tmp2;
+                sgVec3 tmp3;
+                for ( i = 0; i < size; ++i ) {
+                    sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
+                    vl -> add( tmp3 );
+
+                    sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
+                    nl -> add( tmp3 );
+
+                    sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
+                    tl -> add( tmp2 );
+                }
+
+                ssgLeaf *leaf = NULL;
+                if ( token == "tf" ) {
+                    // triangle fan
+                    leaf = 
+                        new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
+                } else if ( token == "ts" ) {
+                    // triangle strip
+                    leaf = 
+                        new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
+                } else if ( token == "f" ) {
+                    // triangle
+                    leaf = 
+                        new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
+                }
+                // leaf->makeDList();
+                leaf->setState( state );
+
+                tile->addKid( leaf );
+
+                if ( is_base ) {
+                    if ( coverage > 0.0 ) {
+                        if ( coverage < 10000.0 ) {
+                            SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
+                                   << coverage << ", pushing up to 10000");
+                            coverage = 10000;
+                        }
+                        gen_random_surface_points(leaf, lights, coverage);
+                    }
+                }
+            } else {
+                SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in " 
+                        << path << " = " << token );
+            }
+
+            // eat white space before start of while loop so if we are
+            // done with useful input it is noticed before hand.
+            in >> ::skipws;
+        }
+    }
 
-#if defined( MACOS )
-       in >> ::skipws;
-#else
-       in >> skipws;
-#endif
+    if ( is_base ) {
+        t->nodes = nodes;
+    }
 
-       if ( in.get( c ) && c == '#' ) {
-           // process a comment line
-
-           // getline( in, line );
-           // cout << "comment = " << line << endl;
-
-           in >> token;
-
-           if ( token == "gbs" ) {
-               // reference point (center offset)
-               in >> t->center >> t->bounding_radius;
-               center = t->center;
-               // cout << "center = " << center 
-               //      << " radius = " << t->bounding_radius << endl;
-           } else if ( token == "bs" ) {
-               // reference point (center offset)
-               in >> fragment.center;
-               in >> fragment.bounding_radius;
-
-               // cout << "center = " << fragment.center 
-               //      << " radius = " << fragment.bounding_radius << endl;
-           } else if ( token == "usemtl" ) {
-               // material property specification
-
-               // if first usemtl with shared_done = false, then set
-               // shared_done true and build the ssg shared lists
-               if ( ! shared_done ) {
-                   // sanity check
-                   if ( (int)nodes.size() != vncount ) {
-                       FG_LOG( FG_TERRAIN, FG_ALERT, 
-                               "Tile has mismatched nodes and normals: " 
-                               << path );
-                       // exit(-1);
-                   }
-                   shared_done = true;
-
-                   t->vtlist = new sgVec3 [ nodes.size() ];
-                   t->vnlist = new sgVec3 [ vncount ];
-                   t->tclist = new sgVec2 [ vtcount ];
-
-                   for ( i = 0; i < (int)nodes.size(); ++i ) {
-                       sgSetVec3( t->vtlist[i], 
-                                  nodes[i][0], nodes[i][1], nodes[i][2] );
-                   }
-                   for ( i = 0; i < vncount; ++i ) {
-                       sgSetVec3( t->vnlist[i], 
-                                  normals[i][0], 
-                                  normals[i][1],
-                                  normals[i][2] );
-                   }
-                   for ( i = 0; i < vtcount; ++i ) {
-                       sgSetVec2( t->tclist[i],
-                                  tex_coords[i][0], tex_coords[i][1] );
-                   }
-               }
-
-               // series of individual triangles
-               // if ( in_faces ) {
-               //     xglEnd();
-               // }
-
-               // this also signals the start of a new fragment
-               if ( in_fragment ) {
-                   // close out the previous structure and start the next
-                   // xglEndList();
-                   // printf("xglEnd(); xglEndList();\n");
-
-                   // update fragment
-                   // fragment.display_list = display_list;
-
-                   // push this fragment onto the tile's object list
-                   t->fragment_list.push_back(fragment);
-               } else {
-                   in_fragment = true;
-               }
-
-               // printf("start of fragment (usemtl)\n");
-
-               // display_list = xglGenLists(1);
-               // xglNewList(display_list, GL_COMPILE);
-               // printf("xglGenLists(); xglNewList();\n");
-               in_faces = false;
-
-               // reset the existing face list
-               // printf("cleaning a fragment with %d faces\n", 
-               //        fragment.faces.size());
-               fragment.init();
-               
-               // scan the material line
-               string material;
-               in >> material;
-               fragment.tile_ptr = t;
-               
-               // find this material in the properties list
-               if ( ! material_mgr.find( material, fragment.material_ptr )) {
-                   FG_LOG( FG_TERRAIN, FG_ALERT, 
-                           "Ack! unknown usemtl name = " << material 
-                           << " in " << path );
-               }
-
-               // set the texture width and height values for this
-               // material
-               FGMaterial m = fragment.material_ptr->get_m();
-               tex_width = m.get_xsize();
-               tex_height = m.get_ysize();
-               state = fragment.material_ptr->get_state();
-               // cout << "(w) = " << tex_width << " (h) = " 
-               //      << tex_width << endl;
-
-               // initialize the fragment transformation matrix
-               /*
-                for ( i = 0; i < 16; i++ ) {
-                  fragment.matrix[i] = 0.0;
-                }
-                fragment.matrix[0] = fragment.matrix[5] =
-                fragment.matrix[10] = fragment.matrix[15] = 1.0;
-               */
-           } else {
-               // unknown comment, just gobble the input untill the
-               // end of line
-
-               in >> skipeol;
-           }
-       } else {
-           in.putback( c );
-       
-           in >> token;
-
-           // cout << "token = " << token << endl;
-
-           if ( token == "vn" ) {
-               // vertex normal
-               if ( vncount < FG_MAX_NODES ) {
-                   in >> normals[vncount][0]
-                      >> normals[vncount][1]
-                      >> normals[vncount][2];
-                   vncount++;
-               } else {
-                   FG_LOG( FG_TERRAIN, FG_ALERT, 
-                           "Read too many vertex normals in " << path 
-                           << " ... dying :-(" );
-                   exit(-1);
-               }
-           } else if ( token == "vt" ) {
-               // vertex texture coordinate
-               if ( vtcount < FG_MAX_NODES*3 ) {
-                   in >> tex_coords[vtcount][0]
-                      >> tex_coords[vtcount][1];
-                   vtcount++;
-               } else {
-                   FG_LOG( FG_TERRAIN, FG_ALERT, 
-                           "Read too many vertex texture coords in " << path
-                           << " ... dying :-("
-                           );
-                   exit(-1);
-               }
-           } else if ( token == "v" ) {
-               // node (vertex)
-               if ( t->ncount < FG_MAX_NODES ) {
-                   /* in >> nodes[t->ncount][0]
-                      >> nodes[t->ncount][1]
-                      >> nodes[t->ncount][2]; */
-                   in >> node;
-                   nodes.push_back(node);
-                   t->ncount++;
-               } else {
-                   FG_LOG( FG_TERRAIN, FG_ALERT, 
-                           "Read too many nodes in " << path 
-                           << " ... dying :-(");
-                   exit(-1);
-               }
-           } else if ( token == "t" ) {
-               // start a new triangle strip
-
-               n1 = n2 = n3 = n4 = 0;
-
-               // fgPrintf( FG_TERRAIN, FG_DEBUG, 
-               //           "    new tri strip = %s", line);
-               in >> n1 >> n2 >> n3;
-               fragment.add_face(n1, n2, n3);
-
-               // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
-
-               // xglBegin(GL_TRIANGLE_STRIP);
-               // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
-
-               odd = 1; 
-               // scale = 1.0;
-
-               if ( shading ) {
-                   // Shading model is "GL_SMOOTH" so use precalculated
-                   // (averaged) normals
-                   // MAT3_SCALE_VEC(normal, normals[n1], scale);
-                   // xglNormal3dv(normal);
-                   pp = calc_tex_coords(nodes[n1], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n1].get_n());         
-
-                   // MAT3_SCALE_VEC(normal, normals[n2], scale);
-                   // xglNormal3dv(normal);
-                   pp = calc_tex_coords(nodes[n2], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n2].get_n());                         
-
-                   // MAT3_SCALE_VEC(normal, normals[n3], scale);
-                   // xglNormal3dv(normal);
-                   pp = calc_tex_coords(nodes[n3], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n3].get_n());
-               } else {
-                   // Shading model is "GL_FLAT" so calculate per face
-                   // normals on the fly.
-                   if ( odd ) {
-                       calc_normal(nodes[n1], nodes[n2], 
-                                   nodes[n3], approx_normal);
-                   } else {
-                       calc_normal(nodes[n2], nodes[n1], 
-                                   nodes[n3], approx_normal);
-                   }
-                   // MAT3_SCALE_VEC(normal, approx_normal, scale);
-                   // xglNormal3dv(normal);
-
-                   pp = calc_tex_coords(nodes[n1], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n1].get_n());         
-
-                   pp = calc_tex_coords(nodes[n2], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n2].get_n());         
-                   
-                   pp = calc_tex_coords(nodes[n3], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n3].get_n());         
-               }
-               // printf("some normals, texcoords, and vertices\n");
-
-               odd = 1 - odd;
-               last1 = n2;
-               last2 = n3;
-
-               // There can be three or four values 
-               char c;
-               while ( in.get(c) ) {
-                   if ( c == '\n' ) {
-                       break; // only the one
-                   }
-                   if ( isdigit(c) ){
-                       in.putback(c);
-                       in >> n4;
-                       break;
-                   }
-               }
-
-               if ( n4 > 0 ) {
-                   fragment.add_face(n3, n2, n4);
-
-                   if ( shading ) {
-                       // Shading model is "GL_SMOOTH"
-                       // MAT3_SCALE_VEC(normal, normals[n4], scale);
-                   } else {
-                       // Shading model is "GL_FLAT"
-                       calc_normal(nodes[n3], nodes[n2], nodes[n4], 
-                                   approx_normal);
-                       // MAT3_SCALE_VEC(normal, approx_normal, scale);
-                   }
-                   // xglNormal3dv(normal);
-                   pp = calc_tex_coords(nodes[n4], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n4].get_n());         
-                   
-                   odd = 1 - odd;
-                   last1 = n3;
-                   last2 = n4;
-                   // printf("a normal, texcoord, and vertex (4th)\n");
-               }
-           } else if ( token == "tf" ) {
-               // triangle fan
-               // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
-
-               fan_vertices.clear();
-               fan_tex_coords.clear();
-
-               // xglBegin(GL_TRIANGLE_FAN);
-
-               in >> n1;
-               fan_vertices.push_back( n1 );
-               // xglNormal3dv(normals[n1]);
-               if ( in.get( c ) && c == '/' ) {
-                   in >> tex;
-                   fan_tex_coords.push_back( tex );
-                   pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
-                   pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
-               } else {
-                   in.putback( c );
-                   pp = calc_tex_coords(nodes[n1], center);
-               }
-               // xglTexCoord2f(pp.x(), pp.y());
-               // xglVertex3dv(nodes[n1].get_n());
-
-               in >> n2;
-               fan_vertices.push_back( n2 );
-               // xglNormal3dv(normals[n2]);
-               if ( in.get( c ) && c == '/' ) {
-                   in >> tex;
-                   fan_tex_coords.push_back( tex );
-                   pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
-                   pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
-               } else {
-                   in.putback( c );
-                   pp = calc_tex_coords(nodes[n2], center);
-               }
-               // xglTexCoord2f(pp.x(), pp.y());
-               // xglVertex3dv(nodes[n2].get_n());
-               
-               // read all subsequent numbers until next thing isn't a number
-               while ( true ) {
-#if defined( MACOS )
-                   in >> ::skipws;
-#else
-                   in >> skipws;
-#endif
+    // stopwatch.stop();
+    // SG_LOG( SG_TERRAIN, SG_DEBUG, 
+    //     "Loaded " << path << " in " 
+    //     << stopwatch.elapsedSeconds() << " seconds" );
 
-                   char c;
-                   in.get(c);
-                   in.putback(c);
-                   if ( ! isdigit(c) || in.eof() ) {
-                       break;
-                   }
-
-                   in >> n3;
-                   fan_vertices.push_back( n3 );
-                   // cout << "  triangle = " 
-                   //      << n1 << "," << n2 << "," << n3 
-                   //      << endl;
-                   // xglNormal3dv(normals[n3]);
-                   if ( in.get( c ) && c == '/' ) {
-                       in >> tex;
-                       fan_tex_coords.push_back( tex );
-                       pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
-                       pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
-                   } else {
-                       in.putback( c );
-                       pp = calc_tex_coords(nodes[n3], center);
-                   }
-                   // xglTexCoord2f(pp.x(), pp.y());
-                   // xglVertex3dv(nodes[n3].get_n());
-
-                   fragment.add_face(n1, n2, n3);
-                   n2 = n3;
-               }
-
-               // xglEnd();
-
-               // build the ssg entity
-               unsigned short *vindex = 
-                   new unsigned short [ fan_vertices.size() ];
-               unsigned short *tindex = 
-                   new unsigned short [ fan_tex_coords.size() ];
-               for ( i = 0; i < (int)fan_vertices.size(); ++i ) {
-                   vindex[i] = fan_vertices[i];
-               }
-               for ( i = 0; i < (int)fan_tex_coords.size(); ++i ) {
-                   tindex[i] = fan_tex_coords[i];
-               }
-               ssgLeaf *leaf = 
-                   new ssgVTable ( GL_TRIANGLE_FAN,
-                                   fan_vertices.size(), vindex, t->vtlist,
-                                   fan_vertices.size(), vindex, t->vnlist,
-                                   fan_tex_coords.size(), tindex, t->tclist,
-                                   0, NULL, NULL ) ;
-               leaf->setState( state );
-
-               tile->addKid( leaf );
-
-           } else if ( token == "f" ) {
-               // unoptimized face
-
-               if ( !in_faces ) {
-                   // xglBegin(GL_TRIANGLES);
-                   // printf("xglBegin(triangles)\n");
-                   in_faces = true;
-               }
-
-               // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
-               in >> n1 >> n2 >> n3;
-               fragment.add_face(n1, n2, n3);
-
-               // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
-               // xglNormal3dv(normals[n1]);
-               pp = calc_tex_coords(nodes[n1], center);
-               // xglTexCoord2f(pp.lon(), pp.lat());
-               // xglVertex3dv(nodes[n1].get_n());
-
-               // xglNormal3dv(normals[n2]);
-               pp = calc_tex_coords(nodes[n2], center);
-               // xglTexCoord2f(pp.lon(), pp.lat());
-               // xglVertex3dv(nodes[n2].get_n());
-               
-               // xglNormal3dv(normals[n3]);
-               pp = calc_tex_coords(nodes[n3], center);
-               // xglTexCoord2f(pp.lon(), pp.lat());
-               // xglVertex3dv(nodes[n3].get_n());
-               // printf("some normals, texcoords, and vertices (tris)\n");
-           } else if ( token == "q" ) {
-               // continue a triangle strip
-               n1 = n2 = 0;
-
-               // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ", 
-               //           line);
-               in >> n1;
-
-               // There can be one or two values 
-               char c;
-               while ( in.get(c) ) {
-                   if ( c == '\n' ) {
-                       break; // only the one
-                   }
-
-                   if ( isdigit(c) ) {
-                       in.putback(c);
-                       in >> n2;
-                       break;
-                   }
-               }
-               // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
-
-               if ( odd ) {
-                   fragment.add_face(last1, last2, n1);
-               } else {
-                   fragment.add_face(last2, last1, n1);
-               }
-
-               if ( shading ) {
-                   // Shading model is "GL_SMOOTH"
-                   // MAT3_SCALE_VEC(normal, normals[n1], scale);
-               } else {
-                   // Shading model is "GL_FLAT"
-                   if ( odd ) {
-                       calc_normal(nodes[last1], nodes[last2], 
-                                   nodes[n1], approx_normal);
-                   } else {
-                       calc_normal(nodes[last2], nodes[last1], 
-                                   nodes[n1], approx_normal);
-                   }
-                   // MAT3_SCALE_VEC(normal, approx_normal, scale);
-               }
-               // xglNormal3dv(normal);
-
-               pp = calc_tex_coords(nodes[n1], center);
-               // xglTexCoord2f(pp.lon(), pp.lat());
-               // xglVertex3dv(nodes[n1].get_n());
-               // printf("a normal, texcoord, and vertex (4th)\n");
-   
-               odd = 1 - odd;
-               last1 = last2;
-               last2 = n1;
-
-               if ( n2 > 0 ) {
-                   // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
-
-                   if ( odd ) {
-                       fragment.add_face(last1, last2, n2);
-                   } else {
-                       fragment.add_face(last2, last1, n2);
-                   }
-
-                   if ( shading ) {
-                       // Shading model is "GL_SMOOTH"
-                       // MAT3_SCALE_VEC(normal, normals[n2], scale);
-                   } else {
-                       // Shading model is "GL_FLAT"
-                       if ( odd ) {
-                           calc_normal(nodes[last1], nodes[last2], 
-                                       nodes[n2], approx_normal);
-                       } else {
-                           calc_normal(nodes[last2], nodes[last1], 
-                                       nodes[n2], approx_normal);
-                       }
-                       // MAT3_SCALE_VEC(normal, approx_normal, scale);
-                   }
-                   // xglNormal3dv(normal);
-               
-                   pp = calc_tex_coords(nodes[n2], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n2].get_n());         
-                   // printf("a normal, texcoord, and vertex (4th)\n");
-
-                   odd = 1 -odd;
-                   last1 = last2;
-                   last2 = n2;
-               }
-           } else {
-               FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in " 
-                       << path << " = " << token );
-           }
-
-           // eat white space before start of while loop so if we are
-           // done with useful input it is noticed before hand.
-#if defined( MACOS )
-           in >> ::skipws;
-#else
-           in >> skipws;
-#endif
-       }
-    }
-
-    if ( in_fragment ) {
-       // close out the previous structure and start the next
-       // xglEnd();
-       // xglEndList();
-       // printf("xglEnd(); xglEndList();\n");
-       
-       // update fragment
-       // fragment.display_list = display_list;
-       
-       // push this fragment onto the tile's object list
-       t->fragment_list.push_back(fragment);
-    }
-
-#if 0
-    // Draw normal vectors (for visually verifying normals)
-    xglBegin(GL_LINES);
-    xglColor3f(0.0, 0.0, 0.0);
-    for ( i = 0; i < t->ncount; i++ ) {
-       xglVertex3d(nodes[i][0],
-                   nodes[i][1] ,
-                   nodes[i][2]);
-       xglVertex3d(nodes[i][0] + 500*normals[i][0],
-                   nodes[i][1] + 500*normals[i][1],
-                   nodes[i][2] + 500*normals[i][2]);
-    } 
-    xglEnd();
-#endif
+    return tile;
+}
 
-    t->nodes = nodes;
 
-    stopwatch.stop();
-    FG_LOG( FG_TERRAIN, FG_INFO, 
-           "Loaded " << path << " in " 
-           << stopwatch.elapsedSeconds() << " seconds" );
-    
-    return tile;
+ssgLeaf *gen_leaf( const string& path,
+                   const GLenum ty, const string& material,
+                   const point_list& nodes, const point_list& normals,
+                   const point_list& texcoords,
+                   const int_list& node_index,
+                   const int_list& normal_index,
+                   const int_list& tex_index,
+                   const bool calc_lights, ssgVertexArray *lights )
+{
+    double tex_width = 1000.0, tex_height = 1000.0;
+    ssgSimpleState *state = NULL;
+    float coverage = -1;
+
+    FGNewMat *newmat = material_lib.find( material );
+    if ( newmat == NULL ) {
+        // see if this is an on the fly texture
+        string file = path;
+        string::size_type pos = file.rfind( "/" );
+        file = file.substr( 0, pos );
+        // cout << "current file = " << file << endl;
+        file += "/";
+        file += material;
+        // cout << "current file = " << file << endl;
+        if ( ! material_lib.add_item( file ) ) {
+            SG_LOG( SG_TERRAIN, SG_ALERT, 
+                    "Ack! unknown usemtl name = " << material 
+                    << " in " << path );
+        } else {
+            // locate our newly created material
+            newmat = material_lib.find( material );
+            if ( newmat == NULL ) {
+                SG_LOG( SG_TERRAIN, SG_ALERT, 
+                        "Ack! bad on the fly material create = "
+                        << material << " in " << path );
+            }
+        }
+    }
+
+    if ( newmat != NULL ) {
+        // set the texture width and height values for this
+        // material
+        tex_width = newmat->get_xsize();
+        tex_height = newmat->get_ysize();
+        state = newmat->get_state();
+        coverage = newmat->get_light_coverage();
+        // cout << "(w) = " << tex_width << " (h) = "
+        //      << tex_width << endl;
+    } else {
+        coverage = -1;
+    }
+
+    sgVec2 tmp2;
+    sgVec3 tmp3;
+    sgVec4 tmp4;
+    int i;
+
+    // vertices
+    int size = node_index.size();
+    if ( size < 1 ) {
+        SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
+        exit(-1);
+    }
+    ssgVertexArray *vl = new ssgVertexArray( size );
+    Point3D node;
+    for ( i = 0; i < size; ++i ) {
+        node = nodes[ node_index[i] ];
+        sgSetVec3( tmp3, node[0], node[1], node[2] );
+        vl -> add( tmp3 );
+    }
+
+    // normals
+    Point3D normal;
+    ssgNormalArray *nl = new ssgNormalArray( size );
+    if ( normal_index.size() ) {
+        // object file specifies normal indices (i.e. normal indices
+        // aren't 'implied'
+        for ( i = 0; i < size; ++i ) {
+            normal = normals[ normal_index[i] ];
+            sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
+            nl -> add( tmp3 );
+        }
+    } else {
+        // use implied normal indices.  normal index = vertex index.
+        for ( i = 0; i < size; ++i ) {
+            normal = normals[ node_index[i] ];
+            sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
+            nl -> add( tmp3 );
+        }
+    }
+
+    // colors
+    ssgColourArray *cl = new ssgColourArray( 1 );
+    sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
+    cl->add( tmp4 );
+
+    // texture coordinates
+    size = tex_index.size();
+    Point3D texcoord;
+    ssgTexCoordArray *tl = new ssgTexCoordArray( size );
+    if ( size == 1 ) {
+        texcoord = texcoords[ tex_index[0] ];
+        sgSetVec2( tmp2, texcoord[0], texcoord[1] );
+        sgSetVec2( tmp2, texcoord[0], texcoord[1] );
+        if ( tex_width > 0 ) {
+            tmp2[0] *= (1000.0 / tex_width);
+        }
+        if ( tex_height > 0 ) {
+            tmp2[1] *= (1000.0 / tex_height);
+        }
+        tl -> add( tmp2 );
+    } else if ( size > 1 ) {
+        for ( i = 0; i < size; ++i ) {
+            texcoord = texcoords[ tex_index[i] ];
+            sgSetVec2( tmp2, texcoord[0], texcoord[1] );
+            if ( tex_width > 0 ) {
+                tmp2[0] *= (1000.0 / tex_width);
+            }
+            if ( tex_height > 0 ) {
+                tmp2[1] *= (1000.0 / tex_height);
+            }
+            tl -> add( tmp2 );
+        }
+    }
+
+    ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
+
+    // lookup the state record
+
+    leaf->setState( state );
+
+    if ( calc_lights ) {
+        if ( coverage > 0.0 ) {
+            if ( coverage < 10000.0 ) {
+                SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
+                       << coverage << ", pushing up to 10000");
+                coverage = 10000;
+            }
+            gen_random_surface_points(leaf, lights, coverage);
+        }
+    }
+
+    return leaf;
 }
 
 
+// Load an Binary obj file
+bool fgBinObjLoad( const string& path, const bool is_base,
+                   Point3D *center,
+                   double *bounding_radius,
+                   ssgBranch* geometry,
+                   ssgBranch* rwy_lights,
+                   ssgVertexArray *ground_lights )
+{
+    SGBinObject obj;
+    bool use_random_objects =
+      fgGetBool("/sim/rendering/random-objects", true);
+
+    if ( ! obj.read_bin( path ) ) {
+        return false;
+    }
+
+    geometry->setName( (char *)path.c_str() );
+
+    if ( is_base ) {
+        // reference point (center offset/bounding sphere)
+        *center = obj.get_gbs_center();
+        *bounding_radius = obj.get_gbs_radius();
+
+    }
+
+    point_list const& nodes = obj.get_wgs84_nodes();
+    point_list const& colors = obj.get_colors();
+    point_list const& normals = obj.get_normals();
+    point_list const& texcoords = obj.get_texcoords();
+
+    string material;
+    int_list tex_index;
+
+    group_list::size_type i;
+    bool is_lighting = false;
+
+    // generate points
+    string_list const& pt_materials = obj.get_pt_materials();
+    group_list const& pts_v = obj.get_pts_v();
+    group_list const& pts_n = obj.get_pts_n();
+    for ( i = 0; i < pts_v.size(); ++i ) {
+        // cout << "pts_v.size() = " << pts_v.size() << endl;
+       if ( pt_materials[i].substr(0, 3) == "RWY" ) {
+            material = "LIGHTS";
+            is_lighting = true;
+        } else {
+            material = pt_materials[i];
+        }
+        tex_index.clear();
+        ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
+                                  nodes, normals, texcoords,
+                                  pts_v[i], pts_n[i], tex_index,
+                                  false, ground_lights );
+
+        if ( is_lighting ) {
+            float ranges[] = {
+                0,
+                12000
+            };
+            leaf->setCallback(SSG_CALLBACK_PREDRAW, runway_lights_predraw);
+            ssgRangeSelector * lod = new ssgRangeSelector;
+            lod->setRanges(ranges, 2);
+            lod->addKid(leaf);
+            rwy_lights->addKid(lod);
+        } else {
+            geometry->addKid( leaf );
+        }
+    }
+
+    // Put all randomly-placed objects under a separate branch
+    // (actually an ssgRangeSelector) named "random-models".
+    ssgBranch * random_object_branch = 0;
+    if (use_random_objects) {
+        float ranges[] = { 0, 20000 }; // Maximum 20km range for random objects
+      ssgRangeSelector * object_lod = new ssgRangeSelector;
+      object_lod->setRanges(ranges, 2);
+      object_lod->setName("random-models");
+      geometry->addKid(object_lod);
+      random_object_branch = new ssgBranch;
+      object_lod->addKid(random_object_branch);
+    }
+
+    // generate triangles
+    string_list const& tri_materials = obj.get_tri_materials();
+    group_list const& tris_v = obj.get_tris_v();
+    group_list const& tris_n = obj.get_tris_n();
+    group_list const& tris_tc = obj.get_tris_tc();
+    for ( i = 0; i < tris_v.size(); ++i ) {
+        ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, tri_materials[i],
+                                  nodes, normals, texcoords,
+                                  tris_v[i], tris_n[i], tris_tc[i],
+                                  is_base, ground_lights );
+
+        if (use_random_objects)
+          gen_random_surface_objects(leaf, random_object_branch,
+                                     center, tri_materials[i]);
+        geometry->addKid( leaf );
+    }
+
+    // generate strips
+    string_list const& strip_materials = obj.get_strip_materials();
+    group_list const& strips_v = obj.get_strips_v();
+    group_list const& strips_n = obj.get_strips_n();
+    group_list const& strips_tc = obj.get_strips_tc();
+    for ( i = 0; i < strips_v.size(); ++i ) {
+        ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, strip_materials[i],
+                                  nodes, normals, texcoords,
+                                  strips_v[i], strips_n[i], strips_tc[i],
+                                  is_base, ground_lights );
+
+        if (use_random_objects)
+          gen_random_surface_objects(leaf, random_object_branch,
+                                     center,strip_materials[i]);
+        geometry->addKid( leaf );
+    }
+
+    // generate fans
+    string_list const& fan_materials = obj.get_fan_materials();
+    group_list const& fans_v = obj.get_fans_v();
+    group_list const& fans_n = obj.get_fans_n();
+    group_list const& fans_tc = obj.get_fans_tc();
+    for ( i = 0; i < fans_v.size(); ++i ) {
+        ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, fan_materials[i],
+                                  nodes, normals, texcoords,
+                                  fans_v[i], fans_n[i], fans_tc[i],
+                                  is_base, ground_lights );
+        if (use_random_objects)
+          gen_random_surface_objects(leaf, random_object_branch,
+                                     center, fan_materials[i]);
+        geometry->addKid( leaf );
+    }
+
+    return true;
+}