]> git.mxchange.org Git - flightgear.git/blobdiff - src/Objects/obj.cxx
Fixed runway-altitude problem that prevented starts at airports higher
[flightgear.git] / src / Objects / obj.cxx
index b2bdb82b193363ff73b4ccaf19bfacd30fd9d90a..4fb53463cdad10dd8d44140f64250677406f6e67 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/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 <Misc/texcoord.hxx>
+#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/misc/sgstream.hxx>
+#include <simgear/misc/stopwatch.hxx>
+#include <simgear/misc/texcoord.hxx>
+
+#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
 #include <Scenery/tileentry.hxx>
 
-#include "materialmgr.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;
@@ -73,24 +70,6 @@ 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])
-{
-    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]);
-}
-
-
 #define FG_TEX_CONSTANT 69.0
 
 // Calculate texture coordinates for a given point.
@@ -106,14 +85,14 @@ static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
                  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 );
@@ -131,41 +110,41 @@ static Point3D local_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;
+    FGNewMat *newmat;
 
     ssgSimpleState *state = NULL;
 
     ssgBranch *tile = new ssgBranch () ;
     tile -> 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, 
+    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;
+    SGBucket 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));
+    Point3D center = sgGeodToCart(Point3D(clon*SGD_DEGREES_TO_RADIANS,clat*SGD_DEGREES_TO_RADIANS,0.0));
     t->center = center;
-    fragment.center = center;
     // cout << "center = " << center << endl;;
     
     // Caculate corner vertices
@@ -178,14 +157,14 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
     Point3D rad[4];
     int i;
     for ( i = 0; i < 4; ++i ) {
-       rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
+       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 ( i = 0; i < 4; ++i ) {
-       cart[i] = fgGeodToCart(rad[i]);
+       cart[i] = sgGeodToCart(rad[i]);
        rel[i] = cart[i] - center;
        t->nodes.push_back( rel[i] );
        // cout << "corner " << i << " = " << cart[i] << endl;
@@ -195,7 +174,6 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
 
     // Calculate bounding radius
     t->bounding_radius = center.distance3D( cart[0] );
-    fragment.bounding_radius = t->bounding_radius;
     // cout << "bounding radius = " << t->bounding_radius << endl;
 
     // Calculate normals
@@ -221,67 +199,132 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
     point_list texs = calc_tex_coords( b, geod_nodes, rectangle, 
                                       1000.0 / tex_width );
 
-    // Build flight gear structure
-    fragment.add_face(0, 1, 2);
-    fragment.add_face(0, 2, 3);
-    t->fragment_list.push_back(fragment);
-
     // Allocate ssg structure
-    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 );
-
+    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( vtlist[i]
+       sgSetVec3( tmp3
                   rel[i].x(), rel[i].y(), rel[i].z() );
-       sgSetVec3( vnlist[i], 
+       vl->add( tmp3 );
+
+       sgSetVec3( tmp3, 
                   normals[i].x(), normals[i].y(), normals[i].z() );
-       sgSetVec2( tclist[i], texs[i].x(), texs[i].y() );
+       nl->add( tmp3 );
+
+       sgSetVec2( tmp2, texs[i].x(), texs[i].y());
+       tl->add( tmp2 );
     }
     
-    unsigned short *vindex = new unsigned short [ 4 ];
-    t->index_ptrs.push_back( vindex );
-    unsigned short *tindex = new unsigned short [ 4 ];
-    t->index_ptrs.push_back( tindex );
-    for ( i = 0; i < 4; ++i ) {
-       vindex[i] = i;
-       tindex[i] = i;
-    }
-
     ssgLeaf *leaf = 
-       new ssgVTable ( GL_TRIANGLE_FAN,
-                       4, vindex, vtlist,
-                       4, vindex, vnlist,
-                       4, tindex, tclist,
-                       0, NULL, NULL ) ;
+       new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
+
     leaf->setState( state );
 
     tile->addKid( leaf );
-    // if ( current_options.get_clouds() ) {
-    //    fgGenCloudTile(path, t, tile);
-    // }
 
     return tile;
 }
 
 
-// Load a .obj file and build the fragment list
-ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
-    fgFRAGMENT fragment;
+static void random_pt_inside_tri( float *res,
+                                 float *n1, float *n2, float *n3 )
+{
+    sgVec3 p1, p2, p3;
+
+    double a = sg_random();
+    double b = sg_random();
+    if ( a + b > 1.0 ) {
+       a = 1.0 - a;
+       b = 1.0 - b;
+    }
+    double c = 1 - a - b;
+
+    sgScaleVec3( p1, n1, a );
+    sgScaleVec3( p2, n2, b );
+    sgScaleVec3( p3, n3, c );
+
+    sgAddVec3( res, p1, p2 );
+    sgAddVec3( res, p3 );
+}
+
+
+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)p1[0];
+       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 );
+               }
+           }
+       }
+    }
+}
+
+
+// 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;
+    // int last1 = 0, last2 = 0;
     bool odd = false;
     point_list nodes;
     Point3D node;
@@ -301,17 +344,16 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
     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 );
 
-       return fgGenTile( path, t );
+       return NULL;
     }
 
-    shading = current_options.get_shading();
+    shading = fgGetBool("/sim/rendering/shading");
 
-    in_fragment = false;
     if ( is_base ) {
        t->ncount = 0;
     }
@@ -339,11 +381,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
     while ( ! in.eof() ) {
 #endif
 
-#if defined( MACOS )
        in >> ::skipws;
-#else
-       in >> skipws;
-#endif
 
        if ( in.get( c ) && c == '#' ) {
            // process a comment line
@@ -357,6 +395,16 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
                // 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 ) {
@@ -371,11 +419,10 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
                //      << " 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;
+               // (skip past this)
+               Point3D junk1;
+               double junk2;
+               in >> junk1 >> junk2;
            } else if ( token == "usemtl" ) {
                // material property specification
 
@@ -384,8 +431,9 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
                if ( ! shared_done ) {
                    // sanity check
                    if ( (int)nodes.size() != vncount ) {
-                       FG_LOG( FG_TERRAIN, FG_ALERT, 
-                               "Tile has mismatched nodes and normals: " 
+                       SG_LOG( SG_TERRAIN, SG_ALERT, 
+                               "Tile has mismatched nodes = " << nodes.size()
+                               << " and normals = " << vncount << " : " 
                                << path );
                        // exit(-1);
                    }
@@ -415,69 +463,55 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
                    }
                }
 
-               // 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 );
+
+               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 );
+                       }
+                   }
                }
 
-               // 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;
-               */
+               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 untill the
+               // unknown comment, just gobble the input until the
                // end of line
 
                in >> skipeol;
@@ -497,7 +531,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
                       >> normals[vncount][2];
                    vncount++;
                } else {
-                   FG_LOG( FG_TERRAIN, FG_ALERT, 
+                   SG_LOG( SG_TERRAIN, SG_ALERT, 
                            "Read too many vertex normals in " << path 
                            << " ... dying :-(" );
                    exit(-1);
@@ -509,7 +543,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
                       >> tex_coords[vtcount][1];
                    vtcount++;
                } else {
-                   FG_LOG( FG_TERRAIN, FG_ALERT, 
+                   SG_LOG( SG_TERRAIN, SG_ALERT, 
                            "Read too many vertex texture coords in " << path
                            << " ... dying :-("
                            );
@@ -527,118 +561,14 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
                        t->ncount++;
                    }
                } else {
-                   FG_LOG( FG_TERRAIN, FG_ALERT, 
+                   SG_LOG( SG_TERRAIN, SG_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 = true; 
-               // 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 = local_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 = local_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 = local_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 = local_calc_tex_coords(nodes[n1], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n1].get_n());         
-
-                   pp = local_calc_tex_coords(nodes[n2], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n2].get_n());         
-                   
-                   pp = local_calc_tex_coords(nodes[n3], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n3].get_n());         
-               }
-               // printf("some normals, texcoords, and vertices\n");
-
-               odd = !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 = local_calc_tex_coords(nodes[n4], center);
-                   // xglTexCoord2f(pp.lon(), pp.lat());
-                   // xglVertex3dv(nodes[n4].get_n());         
-                   
-                   odd = !odd;
-                   last1 = n3;
-                   last2 = n4;
-                   // printf("a normal, texcoord, and vertex (4th)\n");
-               }
-           } else if ( (token == "tf") || (token == "ts") ) {
-               // triangle fan
-               // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
+           } 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();
@@ -694,11 +624,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
                
                // read all subsequent numbers until next thing isn't a number
                while ( true ) {
-#if defined( MACOS )
                    in >> ::skipws;
-#else
-                   in >> skipws;
-#endif
 
                    char c;
                    in.get(c);
@@ -733,17 +659,11 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
                    // xglTexCoord2f(pp.x(), pp.y());
                    // xglVertex3dv(nodes[n3].get_n());
 
-                   if ( token == "tf" ) {
+                   if ( (token == "tf") || (token == "f") ) {
                        // triangle fan
-                       fragment.add_face(n1, n2, n3);
                        n2 = n3;
                    } else {
                        // triangle strip
-                       if ( odd ) {
-                           fragment.add_face(n1, n2, n3);
-                       } else {
-                           fragment.add_face(n2, n1, n3);
-                       }
                        odd = !odd;
                        n1 = n2;
                        n2 = n3;
@@ -753,216 +673,283 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
                // xglEnd();
 
                // build the ssg entity
-               unsigned short *vindex = 
-                   new unsigned short [ fan_vertices.size() ];
-               t->index_ptrs.push_back( vindex );
-
-               unsigned short *tindex = 
-                   new unsigned short [ fan_tex_coords.size() ];
-               t->index_ptrs.push_back( tindex );
-
-               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];
+               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;
+
+               ssgLeaf *leaf = NULL;
                if ( token == "tf" ) {
                    // triangle fan
                    leaf = 
-                       new ssgVTable ( GL_TRIANGLE_FAN,
-                                       fan_vertices.size(), vindex, vtlist,
-                                       fan_vertices.size(), vindex, vnlist,
-                                       fan_tex_coords.size(), tindex, tclist,
-                                       0, NULL, NULL ) ;
-               } else {
+                       new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
+               } else if ( token == "ts" ) {
                    // triangle strip
                    leaf = 
-                       new ssgVTable ( GL_TRIANGLE_STRIP,
-                                       fan_vertices.size(), vindex, vtlist,
-                                       fan_vertices.size(), vindex, vnlist,
-                                       fan_tex_coords.size(), tindex, tclist,
-                                       0, NULL, NULL ) ;
+                       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 );
 
-           } 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 = local_calc_tex_coords(nodes[n1], center);
-               // xglTexCoord2f(pp.lon(), pp.lat());
-               // xglVertex3dv(nodes[n1].get_n());
-
-               // xglNormal3dv(normals[n2]);
-               pp = local_calc_tex_coords(nodes[n2], center);
-               // xglTexCoord2f(pp.lon(), pp.lat());
-               // xglVertex3dv(nodes[n2].get_n());
-               
-               // xglNormal3dv(normals[n3]);
-               pp = local_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 = local_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 = !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);
+               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;
                        }
-                       // MAT3_SCALE_VEC(normal, approx_normal, scale);
+                       gen_random_surface_points(leaf, lights, coverage);
                    }
-                   // xglNormal3dv(normal);
-               
-                   pp = local_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 = !odd;
-                   last1 = last2;
-                   last2 = n2;
                }
            } else {
-               FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in " 
+               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.
-#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
-
     if ( is_base ) {
        t->nodes = nodes;
     }
 
     stopwatch.stop();
-    FG_LOG( FG_TERRAIN, FG_DEBUG, 
+    SG_LOG( SG_TERRAIN, SG_DEBUG, 
            "Loaded " << path << " in " 
            << stopwatch.elapsedSeconds() << " seconds" );
 
-    // Generate a cloud layer above the tiles
-    // if ( current_options.get_clouds() ) {
-    //         fgGenCloudTile(path, t, tile);
-    // }
     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& 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;
+       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 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;
+    }
+
+    // cout << "before list allocs" << endl;
+
+    int size = node_index.size();
+
+    if ( size < 1 ) {
+       SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! list size < 1" );
+       exit(-1);
+    }
+
+    // cout << "before vl, size = " << size << endl;
+    ssgVertexArray   *vl = new ssgVertexArray( size );
+    // cout << "before nl" << endl;
+    ssgNormalArray   *nl = new ssgNormalArray( size );
+    // cout << "before tl" << endl;
+    ssgTexCoordArray *tl = new ssgTexCoordArray( size );
+    // cout << "before cl" << endl;
+    ssgColourArray   *cl = new ssgColourArray( 1 );
+
+    sgVec4 color;
+    sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+    cl->add( color );
+
+    sgVec2 tmp2;
+    sgVec3 tmp3;
+    int i;
+    for ( i = 0; i < size; ++i ) {
+       Point3D node = nodes[ node_index[i] ];
+       sgSetVec3( tmp3, node[0], node[1], node[2] );
+       vl -> add( tmp3 );
+
+       Point3D normal = normals[ node_index[i] ];
+       sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
+       nl -> add( tmp3 );
+
+       Point3D 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 );
+    }
+
+    // cout << "before leaf create" << endl;
+    ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
+    // cout << "after leaf create" << endl;
+
+    // lookup the state record
+    // cout << "looking up material = " << endl;
+    // cout << material << endl;
+    // cout << "'" << endl;
+
+    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
+ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
+                         ssgVertexArray *lights, const bool is_base)
+{
+    int i;
+
+    SGBinObject obj;
+    bool result = obj.read_bin( path );
+
+    if ( !result ) {
+       return NULL;
+    }
+
+    // cout << "fans size = " << obj.get_fans_v().size()
+    //      << " fan_mats size = " << obj.get_fan_materials().size() << endl;
+
+    ssgBranch *object = new ssgBranch();
+    object->setName( (char *)path.c_str() );
+   
+    if ( is_base && t != NULL ) {
+       // reference point (center offset/bounding sphere)
+       t->center = obj.get_gbs_center();
+       t->bounding_radius = obj.get_gbs_radius();
+    }
+
+    point_list nodes = obj.get_wgs84_nodes();
+    point_list normals = obj.get_normals();
+    point_list texcoords = obj.get_texcoords();
+
+    string material;
+    int_list vertex_index;
+    int_list tex_index;
+
+    // generate triangles
+    string_list tri_materials = obj.get_tri_materials();
+    group_list tris_v = obj.get_tris_v();
+    group_list tris_tc = obj.get_tris_tc();
+    for ( i = 0; i < (int)tris_v.size(); ++i ) {
+       material = tri_materials[i];
+       vertex_index = tris_v[i];
+       tex_index = tris_tc[i];
+       ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, material,
+                                 nodes, normals, texcoords,
+                                 vertex_index, tex_index,
+                                 is_base, lights );
+
+       object->addKid( leaf );
+    }
+
+    // generate strips
+    string_list strip_materials = obj.get_strip_materials();
+    group_list strips_v = obj.get_strips_v();
+    group_list strips_tc = obj.get_strips_tc();
+    for ( i = 0; i < (int)strips_v.size(); ++i ) {
+       material = strip_materials[i];
+       vertex_index = strips_v[i];
+       tex_index = strips_tc[i];
+       ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
+                                 nodes, normals, texcoords,
+                                 vertex_index, tex_index,
+                                 is_base, lights );
+
+       object->addKid( leaf );
+    }
+
+    // generate fans
+    string_list fan_materials = obj.get_fan_materials();
+    group_list fans_v = obj.get_fans_v();
+    group_list fans_tc = obj.get_fans_tc();
+    for ( i = 0; i < (int)fans_v.size(); ++i ) {
+       material = fan_materials[i];
+       vertex_index = fans_v[i];
+       tex_index = fans_tc[i];
+       ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, material,
+                                 nodes, normals, texcoords,
+                                 vertex_index, tex_index,
+                                 is_base, lights );
+
+       object->addKid( leaf );
+    }
+
+    return object;
+}