]> git.mxchange.org Git - flightgear.git/blobdiff - src/Scenery/tileentry.cxx
Check for the plib version when using display lists, just to be sure.
[flightgear.git] / src / Scenery / tileentry.cxx
index 28b8fbb1f3b32ad912cec7c2931455f1b1ab9050..108e6d0c831835dd0d15d0d7fc2d0997db2a08bc 100644 (file)
 
 #include <simgear/compiler.h>
 
+#include <Main/main.hxx>
+
+
+#include STL_STRING
+
 #include <simgear/bucket/newbucket.hxx>
 #include <simgear/debug/logstream.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/scene/material/mat.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/tgdb/apt_signs.hxx>
+#include <simgear/scene/tgdb/obj.hxx>
+#include <simgear/scene/tgdb/vasi.hxx>
 
 #include <Aircraft/aircraft.hxx>
 #include <Include/general.hxx>
+#include <Main/fg_props.hxx>
 #include <Main/globals.hxx>
 #include <Main/viewer.hxx>
 #include <Scenery/scenery.hxx>
 #include <Time/light.hxx>
-#include <Objects/apt_signs.hxx>
-#include <Objects/matlib.hxx>
-#include <Objects/newmat.hxx>
-#include <Objects/obj.hxx>
 
 #include "tileentry.hxx"
 #include "tilemgr.hxx"
 
+SG_USING_STD(string);
+
 
 // Constructor
 FGTileEntry::FGTileEntry ( const SGBucket& b )
-    : ncount( 0 ),
-      center( Point3D( 0.0 ) ),
+    : center( Point3D( 0.0 ) ),
       tile_bucket( b ),
       terra_transform( new ssgTransform ),
+      vasi_lights_transform( new ssgTransform ),
       rwy_lights_transform( new ssgTransform ),
+      taxi_lights_transform( new ssgTransform ),
       terra_range( new ssgRangeSelector ),
+      vasi_lights_selector( new ssgSelector ),
+      rwy_lights_selector( new ssgSelector ),
+      taxi_lights_selector( new ssgSelector ),
       loaded(false),
       pending_models(0),
+      is_inner_ring(false),
       free_tracker(0)
 {
-    nodes.clear();
-
     // update the contents
     // if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
     //     SG_LOG( SG_TERRAIN, SG_ALERT, 
@@ -181,512 +194,13 @@ static void my_remove_branch( ssgBranch * branch ) {
     }
 }
 
-// ADA
-#define TEXRES_X 256
-#define TEXRES_Y 256
-unsigned char env_map[TEXRES_X][TEXRES_Y][4];
-// SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
-void setColor(float x, float y, float z, float angular_size, float r,
-float g, float b, float a)
-{
-    //normalize
-    float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
-    x *= inv_length; y *= inv_length; z *= inv_length;
-  
-    float cos_angular_size = cos(angular_size*SG_DEGREES_TO_RADIANS);
-
-    for( int s = 0; s < TEXRES_X; s++) {
-        for( int t = 0; t < TEXRES_Y; t++) {
-
-            float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
-            float t_2 = (float)t/TEXRES_Y - 0.5; // elev
-
-            float rx, ry, rz;
-
-            if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
-                // sphere
-                float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
-                rx = m * s_2;
-                ry = m * t_2;
-                rz = m*m / 8.0 - 1.0;
-            } else {
-                // singularity
-                rx = 0.0;
-                ry = 0.0;
-                rz = -1.0;
-            }
-
-            float tx = rx;  //mirroring on the z=0 plane
-            float ty = ry;  //assumes that the normal is allways
-            float tz = -rz; //n(0.0, 0.0, 1.0)
-         
-            if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
-                env_map[s][t][0] = (unsigned char) r * 255;  
-                env_map[s][t][1] = (unsigned char) g * 255;
-                env_map[s][t][2] = (unsigned char) b * 255;
-                env_map[s][t][3] = (unsigned char) a * 255;
-            }
-        }
-    }
-}
-
-// elevation_size, float azimuth_size are the *total* angular size of the light
-void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
-{
-    for( int s = 0; s < TEXRES_X; s++) {
-        for( int t = 0; t < TEXRES_Y; t++) {
-            float s_2 = (float)s/TEXRES_X - 0.5;
-            float t_2 = (float)t/TEXRES_Y - 0.5;
-
-            float rx, ry, rz;
-
-            if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
-
-                float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
-                rx = m * s_2;
-                ry = m * t_2;
-                rz = m*m / 8.0 - 1.0;
-            } else {
-                rx = 0.0;
-                ry = 0.0;
-                rz = -1.0;
-            }
-
-            float tx = rx;  //mirroring on the z=0 plane to reverse
-            float ty = ry;  //OpenGLs automatic mirroring
-            float tz = -rz; 
-
-            //get elevation => project t onto the x-z-plane
-            float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
-            float televation = acos( -tz_proj1 ) * SG_RADIANS_TO_DEGREES;
-
-            //get azi => project t onto the y-z-plane
-            float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
-            float tazimuth = acos( -tz_proj2 ) * SG_RADIANS_TO_DEGREES;
-
-            //note televation and tazimuth are the angles *between* the
-            //temporary vector and the normal (0,0,-1). They are *NOT*
-            //the elevation and azimuth angles
-
-            //square:
-            //if (((elevation_size > televation) || (elevation_size < -televation)) &&
-            //    ((azimuth_size   > tazimuth  ) || (azimuth_size   < -tazimuth  ))) 
-            //elliptical
-            if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
-                 (tazimuth  *tazimuth  ) / (azimuth_size  *azimuth_size   / 4.0)) <= 1.0)
-            {
-                env_map[s][t][0] = (unsigned char) r * 255;  
-                env_map[s][t][1] = (unsigned char) g * 255;
-                env_map[s][t][2] = (unsigned char) b * 255;
-                env_map[s][t][3] = (unsigned char) a * 255;
-            }
-        }
-    }
-}
-
-// 23 March 2001
-// This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
-// from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
-// at the coordinate array and material state as passed thro arguments.
-void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
-    sgMat4 tmat;
-    sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
-
-    ssgGetModelviewMatrix ( tmat );
-    sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
-    sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
-    sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
-    sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
-    sgNegateVec3 (nrt);
-    sgNegateVec3 (nup);
-
-    sgAddVec3 (quads[0], nrt, nup);
-    sgAddVec3 (quads[1],  rt, nup);
-    sgAddVec3 (quads[2],  rt,  up);
-    sgAddVec3 (quads[3], nrt,  up);
-
-    sgScaleVec3 (quads[0], size);
-    sgScaleVec3 (quads[1], size);
-    sgScaleVec3 (quads[2], size);
-    sgScaleVec3 (quads[3], size);
-
-    sgVec4 color;
-    sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
-
-    sgVec2 texcoords[4];
-    sgSetVec2( texcoords[0], 1.0, 1.0 );
-    sgSetVec2( texcoords[1], 0.0, 1.0 );
-    sgSetVec2( texcoords[2], 0.0, 0.0 );
-    sgSetVec2( texcoords[3], 1.0, 0.0 );
-    
-    for (int j = 0; j < 4; j++ ) {
-        sgCopyVec3(lmaps[j]     ,quads[j]);
-    }
-
-    for ( int i = 0; i < light_maps->getNum(); ++i ) {
-        // Allocate ssg structure
-        ssgVertexArray   *vl = new ssgVertexArray( 1 );
-        ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
-        ssgColourArray   *cl = new ssgColourArray( 1 );
-
-        float *temp = light_maps->get(i);
-        sgSetVec3(pt,temp[0],temp[1],temp[2]);
-
-        for (int k=0; k<4; k++) {
-            sgAddVec3( quads[k],lmaps[k], pt );                 
-            vl->add(quads[k]);
-            tl->add(texcoords[k]);
-            cl->add(color);
-        }
-
-        ssgLeaf *leaf = NULL;
-        leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
-        leaf->setState( lightmap_state );
-        lightmaps->addKid( leaf );
-    }
-
-    return NULL;
-}
-
-ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
-                                           ssgVertexArray *dir, int type[]) 
-{
-
-    //************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************    
-    GLuint texEdge, texTaxi, texTouchdown;
-    GLuint texThreshold;
-    GLuint texVasi, texWhite, texRed, texGreen, texYellow;
-
-    //VASI lights
-    setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
-    setColor2(10.0, 40.0, 1, 1, 1, 1);
-    setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
-    setColor2(5.0, 40.0, 1, 0, 0, 1);
-    glGenTextures(1, &texVasi);
-    glBindTexture(GL_TEXTURE_2D, texVasi);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *vasi_state;
-    vasi_state = new ssgSimpleState();
-    vasi_state->ref();
-    vasi_state->setTexture( texVasi );
-    vasi_state->disable( GL_LIGHTING );
-    vasi_state->enable( GL_TEXTURE_2D );
-    vasi_state->setShadeModel( GL_SMOOTH );
-
-    //EDGE
-    setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texEdge);
-    glBindTexture(GL_TEXTURE_2D, texEdge);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *edge_state;
-    edge_state = new ssgSimpleState();
-    edge_state->ref();
-    edge_state->setTexture( texEdge );
-    edge_state->disable( GL_LIGHTING );
-    edge_state->enable( GL_TEXTURE_2D );
-    edge_state->setShadeModel( GL_SMOOTH );
-
-    //TOUCHDOWN
-    setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texTouchdown);
-    glBindTexture(GL_TEXTURE_2D, texTouchdown);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *touchdown_state;
-    touchdown_state = new ssgSimpleState();
-    touchdown_state->ref();
-    touchdown_state->setTexture( texTouchdown );
-    touchdown_state->disable( GL_LIGHTING );
-    touchdown_state->enable( GL_TEXTURE_2D );
-    touchdown_state->setShadeModel( GL_SMOOTH );
-        
-    //THRESHOLD
-    setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texThreshold);
-    glBindTexture(GL_TEXTURE_2D, texThreshold);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *threshold_state;
-    threshold_state = new ssgSimpleState();
-    threshold_state->ref();
-    threshold_state->setTexture( texThreshold );
-    threshold_state->disable( GL_LIGHTING );
-    threshold_state->enable( GL_TEXTURE_2D );
-    threshold_state->setShadeModel( GL_SMOOTH );
-
-    //TAXI
-    setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texTaxi);
-    glBindTexture(GL_TEXTURE_2D, texTaxi);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *taxi_state;
-    taxi_state = new ssgSimpleState();
-    taxi_state->ref();
-    taxi_state->setTexture( texTaxi );
-    taxi_state->disable( GL_LIGHTING );
-    taxi_state->enable( GL_TEXTURE_2D );
-    taxi_state->setShadeModel( GL_SMOOTH );
-
-    //WHITE
-    setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texWhite);
-    glBindTexture(GL_TEXTURE_2D, texWhite);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *white_state;
-    white_state = new ssgSimpleState();
-    white_state->ref();
-    white_state->setTexture( texWhite );
-    white_state->disable( GL_LIGHTING );
-    white_state->enable( GL_TEXTURE_2D );
-    white_state->setShadeModel( GL_SMOOTH );
-
-    //RED
-    setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texRed);
-    glBindTexture(GL_TEXTURE_2D, texRed);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *red_state;
-    red_state = new ssgSimpleState();
-    red_state->ref();
-    red_state->setTexture( texRed );
-    red_state->disable( GL_LIGHTING );
-    red_state->enable( GL_TEXTURE_2D );
-    red_state->setShadeModel( GL_SMOOTH );
-
-    //GREEN
-    setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texGreen);
-    glBindTexture(GL_TEXTURE_2D, texGreen);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *green_state;
-    green_state = new ssgSimpleState();
-    green_state->ref();
-    green_state->setTexture( texGreen );
-    green_state->disable( GL_LIGHTING );
-    green_state->enable( GL_TEXTURE_2D );
-    green_state->setShadeModel( GL_SMOOTH );
-
-    //YELLOW
-    setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texYellow);
-    glBindTexture(GL_TEXTURE_2D, texYellow);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *yellow_state;
-    yellow_state = new ssgSimpleState();
-    yellow_state->ref();
-    yellow_state->setTexture( texYellow );
-    yellow_state->disable( GL_LIGHTING );
-    yellow_state->enable( GL_TEXTURE_2D );
-    yellow_state->setShadeModel( GL_SMOOTH );
-//************** HARD CODED RUNWAY LIGHT TEXTURES END ************************    
-
-    ssgBranch *runway_lights = new ssgBranch;
-    sgVec3 v2,v3,inf,side;
-
-    ssgLeaf *leaf1 = NULL;
-    ssgLeaf *leaf2 = NULL;
-    ssgLeaf *leaf7 = NULL;
-    ssgLeaf *leaf8 = NULL;
-    ssgLeaf *leaf9 = NULL;
-
-    ssgVertexArray   *vlw = new ssgVertexArray( 1 );
-    ssgNormalArray   *nlw = new ssgNormalArray( 1 );
-    ssgVertexArray   *vlt = new ssgVertexArray( 1 );
-    ssgNormalArray   *nlt = new ssgNormalArray( 1 );
-    ssgVertexArray   *vlr = new ssgVertexArray( 1 );
-    ssgNormalArray   *nlr = new ssgNormalArray( 1 );
-    ssgVertexArray   *vlg = new ssgVertexArray( 1 );
-    ssgNormalArray   *nlg = new ssgNormalArray( 1 );
-    ssgVertexArray   *vly = new ssgVertexArray( 1 );
-    ssgNormalArray   *nly = new ssgNormalArray( 1 );
-
-    for ( int i = 0; i < points->getNum()-1; i=i++ ) {
-
-        // Allocate ssg structure
-        ssgVertexArray   *vl = new ssgVertexArray( 1 );
-        ssgNormalArray   *nl = new ssgNormalArray( 1 );
-        ssgVertexArray   *vl1 = new ssgVertexArray( 1 );
-        ssgNormalArray   *nl1 = new ssgNormalArray( 1 );
-
-        float *n1 = normal->get(i);
-        float *d1 = dir->get(i);
-
-        /* TEMPORARY CODE BEGIN 
-           // calculate normal using 1st, 2nd & last vertices of the group
-           sgVec3 n1;
-           sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
-           sgVec3 d1;
-           sgSubVec3(d1,points->get(1),points->get(0));
-           printf("%f %f %f\n",n1[0],n1[1],n1[2]);
-           printf("%f %f %f\n",d1[0],d1[1],d1[2]);
-           type[i] = 2;
-           ----TEMPORARY CODE END */
-
-
-        sgNormaliseVec3 ( n1 );
-        sgNormaliseVec3 ( d1 );
-        sgVec3 d2;
-        d2[0] = -d1[0];
-        d2[1] = -d1[1];
-        d2[2] = -d1[2];
-
-        sgVectorProductVec3(side,n1,d1);
-        sgScaleVec3 (inf,n1,-50);
-        sgScaleVec3 (side,5);
-
-        float *v1 = points->get(i);
-        sgAddVec3(v2,v1,inf);
-        sgAddVec3(v3,v2,side);
-
-        if ( type[i] == 1) {        //POINT,WHITE
-
-            vlw->add(v1);
-            nlw->add(d1);
-
-        } else if (type[i] == 2) {  //POINT,TAXI
-
-            vlt->add(v1);
-            nlt->add(d1);
-
-        } else if (type[i] == 3) {  //SINGLE POLYGON,VASI
-
-            vl->add(v1);
-            nl->add(d1);
-            vl->add(v3);
-            nl->add(d1);
-            vl->add(v2);
-            nl->add(d1);
-
-            ssgLeaf *leaf3 = NULL;
-            leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
-            leaf3->setState( vasi_state );
-            runway_lights->addKid( leaf3 );
-
-        } else if (type[i] == 4) {  //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
-                
-            vl->add(v1);
-            nl->add(d1);
-            vl->add(v3);
-            nl->add(d1);
-            vl->add(v2);
-            nl->add(d1);
-
-            vl1->add(v3);
-            nl1->add(d2);
-            vl1->add(v1);
-            nl1->add(d2);
-            vl1->add(v2);
-            nl1->add(d2);
-
-            ssgLeaf *leaf41 = NULL;
-            leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
-            leaf41->setState( touchdown_state );
-            runway_lights->addKid( leaf41 );
-
-            ssgLeaf *leaf42 = NULL;
-            leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
-            leaf42->setState( threshold_state );
-            runway_lights->addKid( leaf42 );
-
-        } else if ( type[i] == 5) {        //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
-
-            vl->add(v1);
-            nl->add(d1);
-            ssgLeaf *leaf5 = NULL;
-            leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
-            leaf5->setState( white_state );
-            lightmaps_sequence->addKid (leaf5);
-
-        } else if ( type[i] == 6) {        //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
-
-            vl->add(v1);
-            nl->add(d1);
-            ssgLeaf *leaf6 = NULL;
-            leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
-            leaf6->setState( yellow_state );
-            ols_transform->addKid (leaf6);
-            // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-            //                  lightmaps_sequence->addKid (leaf6);
-            // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-
-        } else if (type[i] == 7) {  //POINT,RED
-
-            vlr->add(v1);
-            nlr->add(d1);
-
-        } else if (type[i] == 8) {  //POINT,GREEN
-
-            vlg->add(v1);
-            nlg->add(d1);
-
-        } else if (type[i] == 9) {  //POINT,YELLOW
-
-            vly->add(v1);
-            nly->add(d1);
-
-        }
-
-    }
-
-    leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
-    leaf1->setState( white_state );
-    runway_lights->addKid( leaf1 );
-
-    leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
-    leaf2->setState( taxi_state );
-    runway_lights->addKid( leaf2 );
-        
-    leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
-    leaf7->setState( red_state );
-    runway_lights->addKid( leaf7 );
-
-    leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
-    leaf8->setState( green_state );
-    // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-    ols_transform->ref();
-    lightmaps_sequence->addKid (ols_transform);
-    // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-    lightmaps_sequence->addKid (leaf8);
-
-    leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
-    leaf9->setState( yellow_state );
-    runway_lights->addKid( leaf9 );
-
-    lightmaps_sequence->select(0xFFFFFF);       
-    return runway_lights;
-}
-// ADA
-        
 
 // Free "n" leaf elements of an ssg tree.  returns the number of
 // elements freed.  An empty branch node is considered a leaf.  This
 // is intended to spread the load of freeing a complex tile out over
 // several frames.
 static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
+
 #if 0
     // for testing: we could call the following two lines and replace
     // the functionality of this entire function and everything will
@@ -734,7 +248,6 @@ static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
 // Clean up the memory used by this tile and delete the arrays used by
 // ssg as well as the whole ssg branch
 bool FGTileEntry::free_tile() {
-    int i;
     int delete_size = 100;
     SG_LOG( SG_TERRAIN, SG_DEBUG,
             "FREEING TILE = (" << tile_bucket << ")" );
@@ -742,32 +255,8 @@ bool FGTileEntry::free_tile() {
     SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
     
     if ( !(free_tracker & NODES) ) {
-        SG_LOG( SG_TERRAIN, SG_DEBUG,
-                "  deleting " << nodes.size() << " nodes" );
-        nodes.clear();
-
         free_tracker |= NODES;
     } else if ( !(free_tracker & VEC_PTRS) ) {
-        // delete the vector pointers
-        SG_LOG( SG_TERRAIN, SG_DEBUG,
-                "  deleting (leaf data) vertex, normal, and "
-                << " texture coordinate arrays" );
-
-        for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
-            delete [] vec3_ptrs[i];
-        }
-        vec3_ptrs.clear();
-
-        for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
-            delete [] vec2_ptrs[i];
-        }
-        vec2_ptrs.clear();
-
-        for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
-            delete index_ptrs[i];
-        }
-        index_ptrs.clear();
-
         free_tracker |= VEC_PTRS;
     } else if ( !(free_tracker & TERRA_NODE) ) {
         // delete the terrain branch (this should already have been
@@ -785,23 +274,32 @@ bool FGTileEntry::free_tile() {
             ssgDeRefDelete( gnd_lights_transform );
             free_tracker |= GROUND_LIGHTS;
         }
-    } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_transform ) {
-        // delete the terrain lighting branch (this should already have been
-        // disconnected from the scene graph)
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_transform" );
-        if ( fgPartialFreeSSGtree( rwy_lights_transform, delete_size ) == 0 ) {
-            ssgDeRefDelete( rwy_lights_transform );
+    } else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector ) {
+        // delete the runway lighting branch (this should already have
+        // been disconnected from the scene graph)
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING vasi_lights_selector" );
+        if ( fgPartialFreeSSGtree( vasi_lights_selector, delete_size ) == 0 ) {
+            ssgDeRefDelete( vasi_lights_selector );
+            free_tracker |= VASI_LIGHTS;
+        }
+    } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector ) {
+        // delete the runway lighting branch (this should already have
+        // been disconnected from the scene graph)
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_selector" );
+        if ( fgPartialFreeSSGtree( rwy_lights_selector, delete_size ) == 0 ) {
+            ssgDeRefDelete( rwy_lights_selector );
             free_tracker |= RWY_LIGHTS;
         }
-    } else if ( !(free_tracker & LIGHTMAPS) && lightmaps_transform ) {
-        // ADA
-        // delete the terrain lighting branch (this should already have been
+    } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector ) {
+        // delete the taxi lighting branch (this should already have been
         // disconnected from the scene graph)
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING lightmaps_transform" );
-        if ( fgPartialFreeSSGtree( lightmaps_transform, delete_size ) == 0 ) {
-            ssgDeRefDelete( lightmaps_transform );
-            free_tracker |= LIGHTMAPS;
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING taxi_lights_selector" );
+        if ( fgPartialFreeSSGtree( taxi_lights_selector, delete_size ) == 0 ) {
+            ssgDeRefDelete( taxi_lights_selector );
+            free_tracker |= TAXI_LIGHTS;
         }
+    } else if ( !(free_tracker & LIGHTMAPS) ) {
+        free_tracker |= LIGHTMAPS;
     } else {
         return true;
     }
@@ -834,6 +332,7 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
     sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
     terra_transform->setTransform( sgTrans );
 
+    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
     if ( gnd_lights_transform ) {
         // we need to lift the lights above the terrain to avoid
         // z-buffer fighting.  We do this based on our altitude and
@@ -869,7 +368,7 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
         gnd_lights_transform->setTransform( lt_trans );
 
         // select which set of lights based on sun angle
-        float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
+        float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
         if ( sun_angle > 95 ) {
             gnd_lights_brightness->select(0x04);
         } else if ( sun_angle > 92 ) {
@@ -881,6 +380,40 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
         }
     }
 
+    if ( vasi_lights_transform ) {
+        // we need to lift the lights above the terrain to avoid
+        // z-buffer fighting.  We do this based on our altitude and
+        // the distance this tile is away from scenery center.
+
+        sgVec3 lift_vec;
+        sgCopyVec3( lift_vec, up );
+
+        // we fudge agl by 30 meters so that the lifting function
+        // doesn't phase in until we are > 30m agl.
+        double agl;
+        agl = globals->get_current_view()->getAltitudeASL_ft()
+            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
+            - 30.0;
+        if ( agl < 0.0 ) {
+            agl = 0.0;
+        }
+        
+        if ( general.get_glDepthBits() > 16 ) {
+            sgScaleVec3( lift_vec, 0.25 + agl / 400.0 + agl*agl / 5000000.0 );
+        } else {
+            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
+        }
+
+        sgVec3 lt_trans;
+        sgCopyVec3( lt_trans, sgTrans );
+
+        sgAddVec3( lt_trans, lift_vec );
+        vasi_lights_transform->setTransform( lt_trans );
+
+        // generally, vasi lights are always on
+        vasi_lights_selector->select(0x01);
+    }
+
     if ( rwy_lights_transform ) {
         // we need to lift the lights above the terrain to avoid
         // z-buffer fighting.  We do this based on our altitude and
@@ -895,14 +428,14 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
         agl = globals->get_current_view()->getAltitudeASL_ft()
             * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
             - 30.0;
-        if ( agl < 30.0 ) {
+        if ( agl < 0.0 ) {
             agl = 0.0;
         }
         
         if ( general.get_glDepthBits() > 16 ) {
-            sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
+            sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
         } else {
-            sgScaleVec3( lift_vec, 1.0 + agl / 20.0 );
+            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
         }
 
         sgVec3 lt_trans;
@@ -911,103 +444,136 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
         sgAddVec3( lt_trans, lift_vec );
         rwy_lights_transform->setTransform( lt_trans );
 
-        // select which set of lights based on sun angle
-        // float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-        // if ( sun_angle > 95 ) {
-        //     gnd_lights_brightness->select(0x04);
-        // } else if ( sun_angle > 92 ) {
-        //     gnd_lights_brightness->select(0x02);
-        // } else if ( sun_angle > 89 ) {
-        //     gnd_lights_brightness->select(0x01);
-        // } else {
-        //     gnd_lights_brightness->select(0x00);
-        // }
+        // turn runway lights on/off based on sun angle and visibility
+        float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
+        if ( sun_angle > 85 ||
+             (fgGetDouble("/environment/visibility-m") < 5000.0) ) {
+            rwy_lights_selector->select(0x01);
+        } else {
+            rwy_lights_selector->select(0x00);
+        }
     }
 
-    // ADA
-    // Transform & Render runway lights - 23 Mar 2001
-    sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
-    if ( lightmaps_transform ) {
-        static unsigned int selectnode = 0;
-        // Run-time extension check.
-        if (!glutExtensionSupported("GL_EXT_point_parameters")) {
-            //use lightmaps on billboarded polygons
+    if ( taxi_lights_transform ) {
+        // we need to lift the lights above the terrain to avoid
+        // z-buffer fighting.  We do this based on our altitude and
+        // the distance this tile is away from scenery center.
+
+        sgVec3 lift_vec;
+        sgCopyVec3( lift_vec, up );
+
+        // we fudge agl by 30 meters so that the lifting function
+        // doesn't phase in until we are > 30m agl.
+        double agl;
+        agl = globals->get_current_view()->getAltitudeASL_ft()
+            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
+            - 30.0;
+        if ( agl < 0.0 ) {
+            agl = 0.0;
+        }
+        
+        if ( general.get_glDepthBits() > 16 ) {
+            sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
         } else {
-            // using GL_EXT_point_parameters
-                
-            // This part is same as ground-lights code above by Curt
-            sgVec3 lift_vec;
-            sgCopyVec3( lift_vec, up );
-            
-            double agl1;
-            agl1 = globals->get_current_view()->getAltitudeASL_ft()
-                * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
-
-            // sgTrans just happens to be the
-            // vector from scenery center to the center of this tile which
-            // is what we want to calculate the distance of
-            sgVec3 to1;
-            sgCopyVec3( to1, sgTrans );
-            double dist1 = sgLengthVec3( to1 );
-
-            if ( general.get_glDepthBits() > 16 ) {
-                sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
-            } else {
-                sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
-            }
-            sgAddVec3( sgTrans, lift_vec );
-            lightmaps_transform->setTransform( sgTrans );
-
-            float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-            if ( (sun_angle1 > 89) ) {
-                lightmaps_brightness->select(0x01);
-                selectnode *=2;
-                selectnode = selectnode | 0x000001;
-                if (selectnode > 0xFFFFFF) selectnode = 1;
-                lightmaps_sequence->select(selectnode);
-            } else {
-                lightmaps_brightness->select(0x00);
-                lightmaps_sequence->select(0x000000);
-            } 
-        } // end of GL_EXT_point_parameters section
+            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
+        }
 
-    } // end of runway lights section
-    // ADA
+        sgVec3 lt_trans;
+        sgCopyVec3( lt_trans, sgTrans );
 
+        sgAddVec3( lt_trans, lift_vec );
+        taxi_lights_transform->setTransform( lt_trans );
+
+        // turn taxi lights on/off based on sun angle and visibility
+        float sun_angle = l->get_sun_angle() * SGD_RADIANS_TO_DEGREES;
+        if ( sun_angle > 85 ||
+             (fgGetDouble("/environment/visibility-m") < 5000.0) ) {
+            taxi_lights_selector->select(0x01);
+        } else {
+            taxi_lights_selector->select(0x00);
+        }
+    }
+
+    if ( vasi_lights_transform && is_inner_ring ) {
+        // now we need to traverse the list of vasi lights and update
+        // their coloring (but only for the inner ring, no point in
+        // doing this extra work for tiles that are relatively far
+        // away.)
+        for ( int i = 0; i < vasi_lights_transform->getNumKids(); ++i ) {
+            // cout << "vasi root = " << i << endl;
+            ssgBranch *v = (ssgBranch *)vasi_lights_transform->getKid(i);
+            for ( int j = 0; j < v->getNumKids(); ++j ) {
+                // cout << "  vasi branch = " << j << endl;
+                ssgTransform *kid = (ssgTransform *)v->getKid(j);
+                SGVASIUserData *vasi = (SGVASIUserData *)kid->getUserData();
+
+                if ( vasi != NULL ) {
+                    sgdVec3 s;
+                    sgdCopyVec3( s, vasi->get_abs_pos() );
+                    Point3D start(s[0], s[1], s[2]);
+
+                    sgdVec3 d;
+                    sgdCopyVec3( d, globals->get_current_view()->get_absolute_view_pos() );
+
+                    double dist = sgdDistanceVec3( s, d );
+
+                    if ( dist < 10000 ) {
+                        double cur_alt
+                            = globals->get_current_view()->getAltitudeASL_ft()
+                            * SG_FEET_TO_METER;
+
+                        double y = cur_alt - vasi->get_alt_m();
+
+                        double angle;
+                        if ( dist != 0 ) {
+                            angle = asin( y / dist );
+                        } else {
+                            angle = 0.0;
+                        }
+
+                        vasi->set_color(angle * SG_RADIANS_TO_DEGREES);
+                    }
+                    // cout << "    dist = " << dist
+                    //      << " angle = " << angle * SG_RADIANS_TO_DEGREES
+                    //      << endl;
+                } else {
+                    SG_LOG( SG_TERRAIN, SG_ALERT, "no vasi data!" );
+                }
+            }
+        }
+    }
 }
 
 
 // Set up lights rendering call backs
 static int fgLightsPredraw( ssgEntity *e ) {
 #if 0
-#ifdef GL_EXT_point_parameters
-    if (glutExtensionSupported("GL_EXT_point_parameters")) {
+    if (glPointParameterIsSupported) {
         static float quadratic[3] = {1.0, 0.01, 0.0001};
-        glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
-        glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0); 
+        glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+        glPointParameterfProc(GL_POINT_SIZE_MIN_EXT, 1.0); 
         glPointSize(4.0);
     }
-#endif
 #endif
     return true;
 }
 
 static int fgLightsPostdraw( ssgEntity *e ) {
 #if 0
-#ifdef GL_EXT_point_parameters
-    if (glutExtensionSupported("GL_EXT_point_parameters")) {
+    if (glPointParameterIsSupported) {
         static float default_attenuation[3] = {1.0, 0.0, 0.0};
-        glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
+        glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT,
                               default_attenuation);
         glPointSize(1.0);
     }
-#endif
 #endif
     return true;
 }
 
 
-ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
+ssgLeaf* FGTileEntry::gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
+                                  int inc, float bright )
+{
     // generate a repeatable random seed
     float *p1 = lights->get( 0 );
     unsigned int *seed = (unsigned int *)p1;
@@ -1057,8 +623,8 @@ ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright
         new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
 
     // assign state
-    FGNewMat *newmat = material_lib.find( "GROUND_LIGHTS" );
-    leaf->setState( newmat->get_state() );
+    SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
+    leaf->setState( mat->get_state() );
     leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
     leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
 
@@ -1066,39 +632,29 @@ ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright
 }
 
 
-bool FGTileEntry::obj_load( const std::string& path,
-                       ssgBranch* geometry,
-                       ssgBranch* rwy_lights,
-                       ssgVertexArray* ground_lights, bool is_base )
+bool FGTileEntry::obj_load( const string& path,
+                            ssgBranch *geometry,
+                            ssgBranch *vasi_lights,
+                            ssgBranch *rwy_lights,
+                            ssgBranch *taxi_lights,
+                            ssgVertexArray *ground_lights, bool is_base )
 {
     Point3D c;                  // returned center point
     double br;                  // returned bounding radius
 
+    bool use_random_objects =
+        fgGetBool("/sim/rendering/random-objects", true);
+
     // try loading binary format
-    if ( fgBinObjLoad( path, is_base,
-                       &c, &br, geometry, rwy_lights, ground_lights ) )
+    if ( sgBinObjLoad( path, is_base,
+                       &c, &br, globals->get_matlib(), use_random_objects,
+                       geometry, vasi_lights, rwy_lights, taxi_lights,
+                       ground_lights ) )
     {
         if ( is_base ) {
             center = c;
             bounding_radius = br;
         }
-    } else {
-        // next try the older ascii format, this is some ugly
-        // weirdness because the ascii loader is *old* and hasn't been
-        // updated, but hopefully we can can the ascii format soon.
-        ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
-        if ( tmp ) {
-            return (NULL != tmp);
-        } else {
-            // default to an ocean tile
-            if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
-                center = c;
-                bounding_radius = br;
-            } else {
-                SG_LOG( SG_TERRAIN, SG_ALERT,
-                        "Warning: failed to generate ocean tile!" );
-            }
-        }
     }
 
     return (geometry != NULL);
@@ -1106,208 +662,261 @@ bool FGTileEntry::obj_load( const std::string& path,
 
 
 void
-FGTileEntry::load( const SGPath& base, bool is_base )
+FGTileEntry::load( const string_list &path_list, bool is_base )
 {
-    SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
-
-    // Generate names for later use
-    string index_str = tile_bucket.gen_index_str();
-
-    SGPath tile_path = base;
-    tile_path.append( tile_bucket.gen_base_path() );
-
-    SGPath basename = tile_path;
-    basename.append( index_str );
-    // string path = basename.str();
-
-    SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
-
-#define FG_MAX_LIGHTS 1000
+    bool found_tile_base = false;
 
     // obj_load() will generate ground lighting for us ...
     ssgVertexArray *light_pts = new ssgVertexArray( 100 );
 
-    // ADA
-    ssgVertexArray *lights_rway = new ssgVertexArray( 100 );
-    ssgVertexArray *lights_dir = new ssgVertexArray( 100 );
-    ssgVertexArray *lights_normal = new ssgVertexArray( 100 );
-    int lights_type[FG_MAX_LIGHTS];
-    // ADA
-
     ssgBranch* new_tile = new ssgBranch;
 
-    // Check for master .stg (scene terra gear) file
-    SGPath stg_name = basename;
-    stg_name.concat( ".stg" );
+    unsigned int i = 0;
+    while ( i < path_list.size() ) {
 
-    sg_gzifstream in( stg_name.str() );
+        bool has_base = false;
 
-    if ( in.is_open() ) {
-        string token, name;
+        // Generate names for later use
+        string index_str = tile_bucket.gen_index_str();
 
-        while ( ! in.eof() ) {
-            in >> token;
+        SGPath tile_path = path_list[i];
+        tile_path.append( tile_bucket.gen_base_path() );
 
-            if ( token == "OBJECT_BASE" ) {
-                in >> name >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " name = " << name );
+        SGPath basename = tile_path;
+        basename.append( index_str );
+        // string path = basename.str();
 
-                SGPath custom_path = tile_path;
-                custom_path.append( name );
+        SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
 
-                ssgBranch *geometry = new ssgBranch;
-                if ( obj_load( custom_path.str(),
-                               geometry, NULL, light_pts, true ) )
-                {
-                    new_tile -> addKid( geometry );
-                } else {
-                    delete geometry;
-                }
-            } else if ( token == "OBJECT" ) {
-                in >> name >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " name = " << name );
-
-                SGPath custom_path = tile_path;
-                custom_path.append( name );
-
-                ssgBranch *geometry = new ssgBranch;
-                ssgBranch *rwy_lights = new ssgBranch;
-                if ( obj_load( custom_path.str(),
-                               geometry, rwy_lights, NULL, false ) )
-                {
-                    if ( geometry -> getNumKids() > 0 ) {
-                        new_tile -> addKid( geometry );
+#define FG_MAX_LIGHTS 1000
+
+        // Check for master .stg (scene terra gear) file
+        SGPath stg_name = basename;
+        stg_name.concat( ".stg" );
+
+        sg_gzifstream in( stg_name.str() );
+
+        if ( in.is_open() ) {
+            string token, name;
+
+            while ( ! in.eof() ) {
+                in >> token;
+
+                                // Load only once (first found)
+                if ( token == "OBJECT_BASE" ) {
+                    in >> name >> ::skipws;
+                    SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                            << " name = " << name );
+
+                    if (!found_tile_base) {
+                        found_tile_base = true;
+                        has_base = true;
+
+                        SGPath custom_path = tile_path;
+                        custom_path.append( name );
+
+                        ssgBranch *geometry = new ssgBranch;
+                        if ( obj_load( custom_path.str(),
+                                       geometry, NULL, NULL, NULL, light_pts,
+                                       true ) )
+                            {
+                                geometry->getKid( 0 )->setTravCallback( 
+                                                        SSG_CALLBACK_PRETRAV,
+                                                        &FGTileMgr::tile_filter_cb );
+                                new_tile -> addKid( geometry );
+                            } else {
+                                delete geometry;
+                            }
                     } else {
-                        delete geometry;
+                        SG_LOG( SG_TERRAIN, SG_INFO, " (skipped)" );
+                    }
+
+                                // Load only if base is not in another file
+                } else if ( token == "OBJECT" ) {
+                    if (!found_tile_base || has_base) {
+                        in >> name >> ::skipws;
+                        SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                                << " name = " << name );
+
+                        SGPath custom_path = tile_path;
+                        custom_path.append( name );
+
+                        ssgBranch *geometry = new ssgBranch;
+                        ssgBranch *vasi_lights = new ssgBranch;
+                        ssgBranch *rwy_lights = new ssgBranch;
+                        ssgBranch *taxi_lights = new ssgBranch;
+                        if ( obj_load( custom_path.str(),
+                                       geometry, vasi_lights, rwy_lights,
+                                       taxi_lights, NULL, false ) )
+                            {
+                                if ( geometry -> getNumKids() > 0 ) {
+                                    geometry->getKid( 0 )->setTravCallback(
+                                                                SSG_CALLBACK_PRETRAV,
+                                                                &FGTileMgr::tile_filter_cb );
+                                    new_tile -> addKid( geometry );
+                                } else {
+                                    delete geometry;
+                                }
+                                if ( vasi_lights -> getNumKids() > 0 ) {
+                                    vasi_lights_transform -> addKid( vasi_lights );
+                                } else {
+                                    delete vasi_lights;
+                                }
+                                if ( rwy_lights -> getNumKids() > 0 ) {
+                                    rwy_lights_transform -> addKid( rwy_lights );
+                                } else {
+                                    delete rwy_lights;
+                                }
+                                if ( taxi_lights -> getNumKids() > 0 ) {
+                                    taxi_lights_transform -> addKid( taxi_lights );
+                                } else {
+                                    delete taxi_lights;
+                                }
+                            } else {
+                                delete geometry;
+                                delete vasi_lights;
+                                delete rwy_lights;
+                                delete taxi_lights;
+                            }
                     }
-                    if ( rwy_lights -> getNumKids() > 0 ) {
-                        rwy_lights_transform -> addKid( rwy_lights );
+
+                                // Always OK to load
+                } else if ( token == "OBJECT_STATIC" ||
+                            token == "OBJECT_SHARED" ) {
+                    // load object info
+                    double lon, lat, elev, hdg;
+                    in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+                    SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                            << " name = " << name 
+                            << " pos = " << lon << ", " << lat
+                            << " elevation = " << elev
+                            << " heading = " << hdg );
+
+                    // object loading is deferred to main render thread,
+                    // but lets figure out the paths right now.
+                    SGPath custom_path;
+                    if ( token == "OBJECT_STATIC" ) {
+                        custom_path= tile_path;
                     } else {
-                        delete rwy_lights;
+                        custom_path = globals->get_fg_root();
                     }
-                } else {
-                    delete geometry;
-                    delete rwy_lights;
-                }
+                    custom_path.append( name );
 
-            } else if ( token == "OBJECT_STATIC" ||
-                        token == "OBJECT_SHARED" ) {
-                // load object info
-                double lon, lat, elev, hdg;
-                in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " name = " << name 
-                        << " pos = " << lon << ", " << lat
-                        << " elevation = " << elev
-                        << " heading = " << hdg );
-
-                // object loading is deferred to main render thread,
-                // but lets figure out the paths right now.
-                SGPath custom_path;
-                if ( token == "OBJECT_STATIC" )
-                    custom_path= tile_path;
-                custom_path.append( name );
-
-                sgCoord obj_pos;
-                WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+                    sgCoord obj_pos;
+                    WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
                 
-                ssgTransform *obj_trans = new ssgTransform;
-                obj_trans->setTransform( &obj_pos );
-
-                // wire as much of the scene graph together as we can
-                new_tile->addKid( obj_trans );
-
-                // bump up the pending models count
-                pending_models++;
-
-                // push an entry onto the model load queue
-                FGDeferredModel *dm
-                    = new FGDeferredModel( custom_path.str(), tile_path.str(),
-                                           this, obj_trans );
-                FGTileMgr::model_ready( dm );
-            } else if ( token == "OBJECT_TAXI_SIGN" ) {
-                // load object info
-                double lon, lat, elev, hdg;
-                in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " name = " << name 
-                        << " pos = " << lon << ", " << lat
-                        << " elevation = " << elev
-                        << " heading = " << hdg );
-
-                // load the object itself
-                SGPath custom_path = tile_path;
-                custom_path.append( name );
-
-                sgCoord obj_pos;
-                WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-
-                ssgTransform *obj_trans = new ssgTransform;
-                obj_trans->setTransform( &obj_pos );
-
-                ssgBranch *custom_obj
-                    = gen_taxi_sign( custom_path.str(), name );
-
-                // wire the pieces together
-                if ( custom_obj != NULL ) {
-                    obj_trans -> addKid( custom_obj );
-                }
-                new_tile->addKid( obj_trans );
-            } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
-                // load object info
-                double lon, lat, elev, hdg;
-                in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " name = " << name 
-                        << " pos = " << lon << ", " << lat
-                        << " elevation = " << elev
-                        << " heading = " << hdg );
-
-                // load the object itself
-                SGPath custom_path = tile_path;
-                custom_path.append( name );
-
-                sgCoord obj_pos;
-                WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-
-                ssgTransform *obj_trans = new ssgTransform;
-                obj_trans->setTransform( &obj_pos );
-
-                ssgBranch *custom_obj
-                    = gen_runway_sign( custom_path.str(), name );
-
-                // wire the pieces together
-                if ( custom_obj != NULL ) {
-                    obj_trans -> addKid( custom_obj );
+                    ssgTransform *obj_trans = new ssgTransform;
+                    obj_trans->setTransform( &obj_pos );
+
+                    // wire as much of the scene graph together as we can
+                    new_tile->addKid( obj_trans );
+
+                    // bump up the pending models count
+                    pending_models++;
+
+                    // push an entry onto the model load queue
+                    FGDeferredModel *dm
+                        = new FGDeferredModel( custom_path.str(),
+                                               tile_path.str(),
+                                               tile_bucket,
+                                               this, obj_trans );
+                    FGTileMgr::model_ready( dm );
+
+                                // Do we even use this one?
+                } else if ( token == "OBJECT_TAXI_SIGN" ) {
+                    // load object info
+                    double lon, lat, elev, hdg;
+                    in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+                    SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                            << " name = " << name 
+                            << " pos = " << lon << ", " << lat
+                            << " elevation = " << elev
+                            << " heading = " << hdg );
+
+                    // load the object itself
+                    SGPath custom_path = tile_path;
+                    custom_path.append( name );
+
+                    sgCoord obj_pos;
+                    WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+
+                    ssgTransform *obj_trans = new ssgTransform;
+                    obj_trans->setTransform( &obj_pos );
+
+                    ssgBranch *custom_obj
+                        = sgMakeTaxiSign( globals->get_matlib(),
+                                          custom_path.str(), name );
+
+                    // wire the pieces together
+                    if ( custom_obj != NULL ) {
+                        obj_trans -> addKid( custom_obj );
+                    }
+                    new_tile->addKid( obj_trans );
+
+                                // Do we even use this one?
+                } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
+                    // load object info
+                    double lon, lat, elev, hdg;
+                    in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+                    SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                            << " name = " << name 
+                            << " pos = " << lon << ", " << lat
+                            << " elevation = " << elev
+                            << " heading = " << hdg );
+
+                    // load the object itself
+                    SGPath custom_path = tile_path;
+                    custom_path.append( name );
+
+                    sgCoord obj_pos;
+                    WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+
+                    ssgTransform *obj_trans = new ssgTransform;
+                    obj_trans->setTransform( &obj_pos );
+
+                    ssgBranch *custom_obj
+                        = sgMakeRunwaySign( globals->get_matlib(),
+                                            custom_path.str(), name );
+
+                    // wire the pieces together
+                    if ( custom_obj != NULL ) {
+                        obj_trans -> addKid( custom_obj );
+                    }
+                    new_tile->addKid( obj_trans );
+
+                                // I don't think we use this, either
+                } else if ( token == "RWY_LIGHTS" ) {
+                    double lon, lat, hdg, len, width;
+                    string common, end1, end2;
+                    in >> lon >> lat >> hdg >> len >> width
+                       >> common >> end1 >> end2;
+                    SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                            << " pos = " << lon << ", " << lat
+                            << " hdg = " << hdg
+                            << " size = " << len << ", " << width
+                            << " codes = " << common << " "
+                            << end1 << " " << end2 );
+                } else {
+                    SG_LOG( SG_TERRAIN, SG_DEBUG,
+                            "Unknown token " << token << " in "
+                            << stg_name.str() );
+                    in >> ::skipws;
                 }
-                new_tile->addKid( obj_trans );
-            } else if ( token == "RWY_LIGHTS" ) {
-                double lon, lat, hdg, len, width;
-                string common, end1, end2;
-                in >> lon >> lat >> hdg >> len >> width
-                   >> common >> end1 >> end2;
-                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                        << " pos = " << lon << ", " << lat
-                        << " hdg = " << hdg
-                        << " size = " << len << ", " << width
-                        << " codes = " << common << " "
-                        << end1 << " " << end2 );
-            } else {
-                SG_LOG( SG_TERRAIN, SG_ALERT,
-                        "Unknown token " << token << " in "
-                        << stg_name.str() );
-                in >> ::skipws;
             }
         }
-    } else {
-        // no .stg file, generate an ocean tile on the fly for this
-        // area
+
+        i++;
+    }
+
+    if ( !found_tile_base ) {
+        // no tile base found, generate an ocean tile on the fly for
+        // this area
         ssgBranch *geometry = new ssgBranch;
         Point3D c;
         double br;
-        if ( fgGenTile( basename.str(), tile_bucket, &c, &br, geometry ) ) {
+        if ( sgGenTile( path_list[0], tile_bucket, &c, &br,
+                        globals->get_matlib(), geometry ) )
+        {
             center = c;
             bounding_radius = br;
             new_tile -> addKid( geometry );
@@ -1343,13 +952,13 @@ FGTileEntry::load( const SGPath& base, bool is_base )
         gnd_lights_brightness = new ssgSelector;
         ssgLeaf *lights;
 
-        lights = gen_lights( light_pts, 4, 0.7 );
+        lights = gen_lights( globals->get_matlib(), light_pts, 4, 0.7 );
         gnd_lights_brightness->addKid( lights );
 
-        lights = gen_lights( light_pts, 2, 0.85 );
+        lights = gen_lights( globals->get_matlib(), light_pts, 2, 0.85 );
         gnd_lights_brightness->addKid( lights );
 
-        lights = gen_lights( light_pts, 1, 1.0 );
+        lights = gen_lights( globals->get_matlib(), light_pts, 1, 1.0 );
         gnd_lights_brightness->addKid( lights );
 
         gnd_lights_range->addKid( gnd_lights_brightness );
@@ -1357,52 +966,49 @@ FGTileEntry::load( const SGPath& base, bool is_base )
         gnd_lights_transform->setTransform( &sgcoord );
     }
 
-    // Add runway lights to scene graph if any exist
+    // Update vasi lights transform
+    if ( vasi_lights_transform->getNumKids() > 0 ) {
+        vasi_lights_transform->setTransform( &sgcoord );
+    }
+
+    // Update runway lights transform
     if ( rwy_lights_transform->getNumKids() > 0 ) {
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "adding runway lights" );
         rwy_lights_transform->setTransform( &sgcoord );
     }
 
-    // ADA
-    // Create runway lights - 23 Mar 2001
-    lightmaps_transform = NULL;
-    lightmaps_sequence = NULL;
-    ols_transform = NULL;
-    //    lightmaps_range = NULL;
-
-    if ( lights_rway->getNum() ) {
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "generating airport lights" );
-        lightmaps_transform = new ssgTransform;
-        //      lightmaps_range = new ssgRangeSelector;
-        lightmaps_brightness = new ssgSelector;
-        lightmaps_sequence = new ssgSelector;
-        ols_transform = new ssgTransform;
-        ssgBranch *lightmaps_branch;
-
-        // call function to generate the runway lights
-        lightmaps_branch = gen_runway_lights( lights_rway, 
-                                              lights_normal, lights_dir, lights_type);
-        lightmaps_brightness->addKid( lightmaps_branch );
-        
-        // build the runway lights' scene
-        //    lightmaps_range->addKid( lightmaps_brightness ); //dont know why this doesnt work !!
-        //      lightmaps_transform->addKid( lightmaps_range );    //dont know why this doesnt work !!
-        lightmaps_transform->addKid( lightmaps_brightness );
-        lightmaps_sequence->setTraversalMaskBits( SSGTRAV_HOT );
-        lightmaps_transform->addKid( lightmaps_sequence );
-        lightmaps_transform->setTransform( &sgcoord );
+     // Update taxi lights transform
+    if ( taxi_lights_transform->getNumKids() > 0 ) {
+        taxi_lights_transform->setTransform( &sgcoord );
     }
-    // ADA
 }
 
+void
+FGTileEntry::makeDList( ssgBranch *b )
+{
+    int nb = b->getNumKids();
+    for (int i = 0; i<nb; i++) {
+        ssgEntity *e = b->getKid(i);
+        if (e->isAKindOf(ssgTypeLeaf())) {
+            ((ssgLeaf*)e)->makeDList();
+        } else if (e->isAKindOf(ssgTypeBranch())) {
+            makeDList( (ssgBranch*)e );
+        }
+    }
+}
 
 void
-FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
-                            ssgBranch* gnd_lights_branch,
-                            ssgBranch* rwy_lights_branch )
+FGTileEntry::add_ssg_nodes( ssgBranch *terrain_branch,
+                            ssgBranch *gnd_lights_branch,
+                            ssgBranch *vasi_lights_branch,
+                            ssgBranch *rwy_lights_branch,
+                            ssgBranch *taxi_lights_branch )
 {
     // bump up the ref count so we can remove this later without
     // having ssg try to free the memory.
+#if PLIB_VERSION > 183
+    makeDList( terra_transform );
+#endif
+
     terra_transform->ref();
     terrain_branch->addKid( terra_transform );
 
@@ -1419,21 +1025,29 @@ FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
         gnd_lights_branch->addKid( gnd_lights_transform );
     }
 
+    if ( vasi_lights_transform != NULL ) {
+        // bump up the ref count so we can remove this later without
+        // having ssg try to free the memory.
+        vasi_lights_selector->ref();
+        vasi_lights_selector->addKid( vasi_lights_transform );
+        vasi_lights_branch->addKid( vasi_lights_selector );
+    }
+
     if ( rwy_lights_transform != NULL ) {
         // bump up the ref count so we can remove this later without
         // having ssg try to free the memory.
-        rwy_lights_transform->ref();
-        rwy_lights_branch->addKid( rwy_lights_transform );
+        rwy_lights_selector->ref();
+        rwy_lights_selector->addKid( rwy_lights_transform );
+        rwy_lights_branch->addKid( rwy_lights_selector );
     }
 
-    // ADA
-    if ( lightmaps_transform != 0 ) {
+    if ( taxi_lights_transform != NULL ) {
         // bump up the ref count so we can remove this later without
         // having ssg try to free the memory.
-        lightmaps_transform->ref();
-        gnd_lights_branch->addKid( lightmaps_transform );
+        taxi_lights_selector->ref();
+        taxi_lights_selector->addKid( taxi_lights_transform );
+        taxi_lights_branch->addKid( taxi_lights_selector );
     }
-    // ADA
 
     loaded = true;
 }
@@ -1492,6 +1106,28 @@ FGTileEntry::disconnect_ssg_nodes()
         }
     }
 
+    // find the vasi lighting branch
+    if ( vasi_lights_transform ) {
+        pcount = vasi_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            ssgBranch *parent = vasi_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeKid( vasi_lights_transform );
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "parent pointer is NULL!  Dying" );
+                exit(-1);
+            }
+        } else {
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Parent count is zero for an ssg light tile!  Dying" );
+            exit(-1);
+        }
+    }
+
     // find the runway lighting branch
     if ( rwy_lights_transform ) {
         pcount = rwy_lights_transform->getNumParents();
@@ -1514,28 +1150,25 @@ FGTileEntry::disconnect_ssg_nodes()
         }
     }
 
-    // ADA
-    //runway lights - 23 Mar 2001
-    // Delete runway lights and free memory
-    if ( lightmaps_transform ) {
-        // delete the runway lighting branch
-        pcount = lightmaps_transform->getNumParents();
+    // find the taxi lighting branch
+    if ( taxi_lights_transform ) {
+        pcount = taxi_lights_transform->getNumParents();
         if ( pcount > 0 ) {
             // find the first parent (should only be one)
-            ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
+            ssgBranch *parent = taxi_lights_transform->getParent( 0 ) ;
             if( parent ) {
-                parent->removeKid( lightmaps_transform );
-                lightmaps_transform = NULL;
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeKid( taxi_lights_transform );
             } else {
                 SG_LOG( SG_TERRAIN, SG_ALERT,
-                        "lightmaps parent pointer is NULL!  Dying" );
+                        "parent pointer is NULL!  Dying" );
                 exit(-1);
             }
         } else {
             SG_LOG( SG_TERRAIN, SG_ALERT,
-                    "Parent count is zero for an ssg lightmap tile!  Dying" );
+                    "Parent count is zero for an ssg light tile!  Dying" );
             exit(-1);
         }
     }
-    // ADA
 }