]> 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 6fb4029215eb975636de472a3558c1e9e7fd8778..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)
+      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, 
@@ -78,8 +93,8 @@ FGTileEntry::~FGTileEntry () {
 
 
 #if 0
-// This is the current method cut and pasted from 
-//  FGTileEntry::load( const SGPath& base, bool is_base )
+// Please keep this for reference.  We use Norman's optimized routine,
+// but here is what the routine really is doing.
 void
 FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
                               double lat, double lon, double elev, double hdg)
@@ -88,10 +103,10 @@ FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
     Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
                   lat * SGD_DEGREES_TO_RADIANS,
                   elev );
-       
+        
     Point3D world_pos = sgGeodToCart( geod );
     Point3D offset = world_pos - center;
-       
+        
     sgMat4 POS;
     sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
 
@@ -125,7 +140,7 @@ static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
 
     // setup transforms
     Point3D geod( lon_rad, lat_rad, elev );
-       
+        
     Point3D world_pos = sgGeodToCart( geod );
     Point3D offset = world_pos - center;
 
@@ -140,17 +155,17 @@ static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
 
     mat[0][0] =  cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
     mat[0][1] =  cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
-    mat[0][2] =        -cos_hdg * (SGfloat)cos_lat;
-    mat[0][3] =         SG_ZERO;
+    mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
+    mat[0][3] =  SG_ZERO;
 
     mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
     mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
-    mat[1][2] =         sin_hdg * (SGfloat)cos_lat;
-    mat[1][3] =         SG_ZERO;
+    mat[1][2] =  sin_hdg * (SGfloat)cos_lat;
+    mat[1][3] =  SG_ZERO;
 
     mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
     mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
-    mat[2][2] =        (SGfloat)sin_lat;
+    mat[2][2] = (SGfloat)sin_lat;
     mat[2][3] =  SG_ZERO;
 
     mat[3][0] = offset.x();
@@ -167,706 +182,398 @@ static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
 // it can be removed by the calling routine.
 static void my_remove_branch( ssgBranch * branch ) {
     for ( ssgEntity *k = branch->getKid( 0 );
-         k != NULL; 
-         k = branch->getNextKid() )
+          k != NULL; 
+          k = branch->getNextKid() )
     {
-       if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
-           my_remove_branch( (ssgBranch *)k );
-           branch -> removeKid ( k );
-       } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
-           branch -> removeKid ( k ) ;
-       }
-    }
-}
-
-// 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*(22.0/7.0)/180.0);
-
-    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;
-            }
+        if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
+            my_remove_branch( (ssgBranch *)k );
+            branch -> removeKid ( k );
+        } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
+            branch -> removeKid ( k ) ;
         }
     }
 }
 
-// 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;
+// 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 ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
+#if 0
+    // for testing: we could call the following two lines and replace
+    // the functionality of this entire function and everything will
+    // get properly freed, but it will happen all at once and could
+    // cause a huge frame rate hit.
+    ssgDeRefDelete( b );
+    return 0;
+#endif
 
-                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;
+    int num_deletes = 0;
+
+    if ( n > 0 ) {
+        // we still have some delete budget left
+        // if ( b->getNumKids() > 100 ) {
+        //     cout << "large family = " << b->getNumKids() << endl;
+        // }
+        // deleting in reverse would help if my plib patch get's
+        // applied, but for now it will make things slower.
+        // for ( int i = b->getNumKids() - 1; i >= 0 ; --i ) {
+        for ( int i = 0; i < b->getNumKids(); ++i ) {
+            ssgEntity *kid = b->getKid(i);
+            if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
+                int result = fgPartialFreeSSGtree( (ssgBranch *)kid, n );
+                num_deletes += result;
+                n -= result;
+                if ( n < 0 ) {
+                    break;
+                }
             }
-
-            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 ) * 180.0 / 3.1415;
-
-            //get azi => project t onto the y-z-plane
-            float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
-            float tazimuth = acos( -tz_proj2 ) * 180.0 / 3.1415;
-
-            //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;
+            // remove the kid if (a) it is now empty -or- (b) it's ref
+            // count is > zero at which point we don't care if it's
+            // empty, we don't want to touch it's contents.
+            if ( kid->getNumKids() == 0 || kid->getRef() > 1 ) {
+                b->removeKid( kid );
+                num_deletes++;
+                n--;
             }
         }
     }
+
+    return num_deletes;
 }
 
-// 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 );
+// 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 delete_size = 100;
+    SG_LOG( SG_TERRAIN, SG_DEBUG,
+            "FREEING TILE = (" << tile_bucket << ")" );
 
-    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 );
+    SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
     
-    for (int j = 0; j < 4; j++ ) {
-        sgCopyVec3(lmaps[j]    ,quads[j]);
+    if ( !(free_tracker & NODES) ) {
+        free_tracker |= NODES;
+    } else if ( !(free_tracker & VEC_PTRS) ) {
+        free_tracker |= VEC_PTRS;
+    } else if ( !(free_tracker & TERRA_NODE) ) {
+        // delete the terrain branch (this should already have been
+        // disconnected from the scene graph)
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
+        if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
+            ssgDeRefDelete( terra_transform );
+            free_tracker |= TERRA_NODE;
+        }
+    } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
+        // delete the terrain lighting branch (this should already have been
+        // disconnected from the scene graph)
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
+        if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
+            ssgDeRefDelete( gnd_lights_transform );
+            free_tracker |= GROUND_LIGHTS;
+        }
+    } 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 & 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 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;
     }
 
-    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 );
+    SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
 
-        float *temp = light_maps->get(i);
-        sgSetVec3(pt,temp[0],temp[1],temp[2]);
+    // if we fall down to here, we still have work todo, return false
+    return false;
+}
 
-        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 );
-    }
-}
+// Update the ssg transform node for this tile so it can be
+// properly drawn relative to our (0,0,0) point
+void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
+    if ( !loaded ) return;
 
-ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
-                                           ssgVertexArray *dir, int type[]) 
-{
+    SetOffset( p );
 
-    //************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************    
-    GLuint texEdge, texTaxi, texCenter, texTouchdown;
-    GLuint texThreshold, texCrossbar, texUndershoot, texApproach;
-    GLuint texRabbit, 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);
+    // visibility can change from frame to frame so we update the
+    // range selector cutoff's each time.
+    terra_range->setRange( 0, SG_ZERO );
+    terra_range->setRange( 1, vis + bounding_radius );
 
-        } else if (type[i] == 9) {  //POINT,YELLOW
+    if ( gnd_lights_range ) {
+        gnd_lights_range->setRange( 0, SG_ZERO );
+        gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
+    }
 
-            vly->add(v1);
-            nly->add(d1);
+    sgVec3 sgTrans;
+    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
+        // the distance this tile is away from scenery center.
+
+        // we expect 'up' to be a unit vector coming in, but since we
+        // modify the value of lift_vec, we need to create a local
+        // copy.
+        sgVec3 lift_vec;
+        sgCopyVec3( lift_vec, up );
+
+        double agl;
+        agl = 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 to;
+        sgCopyVec3( to, sgTrans );
+        double dist = sgLengthVec3( to );
+
+        if ( general.get_glDepthBits() > 16 ) {
+            sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
+        } else {
+            sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
         }
 
+        sgVec3 lt_trans;
+        sgCopyVec3( lt_trans, sgTrans );
+
+        sgAddVec3( lt_trans, lift_vec );
+        gnd_lights_transform->setTransform( lt_trans );
+
+        // select which set of lights based on sun angle
+        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 ) {
+            gnd_lights_brightness->select(0x02);
+        } else if ( sun_angle > 89 ) {
+            gnd_lights_brightness->select(0x01);
+        } else {
+            gnd_lights_brightness->select(0x00);
+        }
     }
 
-    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
-       
-#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+    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 );
+        }
 
-// Schedule tile to be freed/removed
-void FGTileEntry::sched_removal() {
-    global_tile_mgr.ready_to_delete( this );
-}
+        sgVec3 lt_trans;
+        sgCopyVec3( lt_trans, sgTrans );
 
-#endif
+        sgAddVec3( lt_trans, lift_vec );
+        vasi_lights_transform->setTransform( lt_trans );
 
+        // generally, vasi lights are always on
+        vasi_lights_selector->select(0x01);
+    }
 
-// Clean up the memory used by this tile and delete the arrays used by
-// ssg as well as the whole ssg branch
-void FGTileEntry::free_tile() {
-    int i;
-    SG_LOG( SG_TERRAIN, SG_INFO,
-           "FREEING TILE = (" << tile_bucket << ")" );
+    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
+        // 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 {
+            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
+        }
 
-    SG_LOG( SG_TERRAIN, SG_DEBUG,
-           "  deleting " << nodes.size() << " nodes" );
-    nodes.clear();
+        sgVec3 lt_trans;
+        sgCopyVec3( lt_trans, sgTrans );
 
-    // delete the ssg structures
-    SG_LOG( SG_TERRAIN, SG_DEBUG,
-           "  deleting (leaf data) vertex, normal, and "
-           << " texture coordinate arrays" );
+        sgAddVec3( lt_trans, lift_vec );
+        rwy_lights_transform->setTransform( lt_trans );
 
-    for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
-       delete [] vec3_ptrs[i];
+        // 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);
+        }
     }
-    vec3_ptrs.clear();
 
-    for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
-       delete [] vec2_ptrs[i];
-    }
-    vec2_ptrs.clear();
+    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 {
+            sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
+        }
 
-    for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
-       delete index_ptrs[i];
-    }
-    index_ptrs.clear();
+        sgVec3 lt_trans;
+        sgCopyVec3( lt_trans, sgTrans );
 
-    // delete the terrain branch (this should already have been
-    // disconnected from the scene graph)
-    ssgDeRefDelete( terra_transform );
+        sgAddVec3( lt_trans, lift_vec );
+        taxi_lights_transform->setTransform( lt_trans );
 
-    if ( lights_transform ) {
-       // delete the terrain lighting branch (this should already have been
-    // disconnected from the scene graph)
-       ssgDeRefDelete( lights_transform );
+        // 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);
+        }
     }
 
-    // ADA
-    if ( lightmaps_transform ) {
-       // delete the terrain lighting branch (this should already have been
-        // disconnected from the scene graph)
-       ssgDeRefDelete( lightmaps_transform );
+    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!" );
+                }
+            }
+        }
     }
-    // ADA
 }
 
 
-// Update the ssg transform node for this tile so it can be
-// properly drawn relative to our (0,0,0) point
-void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
-    if ( !loaded ) return;
-
-    SetOffset( p );
-
-// #define USE_UP_AND_COMING_PLIB_FEATURE
-#ifdef USE_UP_AND_COMING_PLIB_FEATURE
-    terra_range->setRange( 0, SG_ZERO );
-    terra_range->setRange( 1, vis + bounding_radius );
-    lights_range->setRange( 0, SG_ZERO );
-    lights_range->setRange( 1, vis * 1.5 + bounding_radius );
-#else
-    float ranges[2];
-    ranges[0] = SG_ZERO;
-    ranges[1] = vis + bounding_radius;
-    terra_range->setRanges( ranges, 2 );
-    if ( lights_range ) {
-       ranges[1] = vis * 1.5 + bounding_radius;
-       lights_range->setRanges( ranges, 2 );
+// Set up lights rendering call backs
+static int fgLightsPredraw( ssgEntity *e ) {
+#if 0
+    if (glPointParameterIsSupported) {
+        static float quadratic[3] = {1.0, 0.01, 0.0001};
+        glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+        glPointParameterfProc(GL_POINT_SIZE_MIN_EXT, 1.0); 
+        glPointSize(4.0);
     }
 #endif
-    sgVec3 sgTrans;
-    sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
-    terra_transform->setTransform( sgTrans );
+    return true;
+}
 
-    if ( 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 up;
-       sgCopyVec3( up, globals->get_current_view()->get_world_up() );
-
-       double agl;
-       if ( current_aircraft.fdm_state ) {
-           agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
-               - scenery.cur_elev;
-       } else {
-           agl = 0.0;
-       }
-
-       // 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 to;
-       sgCopyVec3( to, sgTrans );
-       double dist = sgLengthVec3( to );
-
-       if ( general.get_glDepthBits() > 16 ) {
-           sgScaleVec3( up, 10.0 + agl / 100.0 + dist / 10000 );
-       } else {
-           sgScaleVec3( up, 10.0 + agl / 20.0 + dist / 5000 );
-       }
-       sgAddVec3( sgTrans, up );
-       lights_transform->setTransform( sgTrans );
-
-       // 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 ) {
-           lights_brightness->select(0x04);
-       } else if ( sun_angle > 92 ) {
-           lights_brightness->select(0x02);
-       } else if ( sun_angle > 89 ) {
-           lights_brightness->select(0x01);
-       } else {
-           lights_brightness->select(0x00);
-       }
+static int fgLightsPostdraw( ssgEntity *e ) {
+#if 0
+    if (glPointParameterIsSupported) {
+        static float default_attenuation[3] = {1.0, 0.0, 0.0};
+        glPointParameterfvProc(GL_DISTANCE_ATTENUATION_EXT,
+                              default_attenuation);
+        glPointSize(1.0);
     }
-
-    // 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
-        } else {
-            // using GL_EXT_point_parameters
-               
-            // This part is same as ground-lights code above by Curt
-            sgVec3 up1;
-            sgCopyVec3( up1, globals->get_current_view()->get_world_up() );
-            
-            double agl1;
-            if ( current_aircraft.fdm_state ) {
-                agl1 = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
-                    - scenery.cur_elev;
-            } else {
-                agl1 = 0.0;
-            }
-
-            // 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( up1, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
-            } else {
-                sgScaleVec3( up1, 0.0 + agl1 / 20.0 + dist1 / 5000 );
-            }
-            sgAddVec3( sgTrans, up1 );
-            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
-
-    } // end of runway lights section
-    // ADA
-
+#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;
@@ -882,258 +589,112 @@ ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright
 
     sgVec4 color;
     for ( int i = 0; i < lights->getNum(); ++i ) {
-       // this loop is slightly less efficient than it otherwise
-       // could be, but we want a red light to always be red, and a
-       // yellow light to always be yellow, etc. so we are trying to
-       // preserve the random sequence.
-       float zombie = sg_random();
-       if ( i % inc == 0 ) {
-           vl->add( lights->get(i) );
-
-           // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
-           float factor = sg_random();
-           factor *= factor;
-
-           if ( zombie > 0.5 ) {
-               // 50% chance of yellowish
-               sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
-           } else if ( zombie > 0.15 ) {
-               // 35% chance of whitish
-               sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
-           } else if ( zombie > 0.05 ) {
-               // 10% chance of orangish
-               sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
-           } else {
-               // 5% chance of redish
-               sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
-           }
-           cl->add( color );
-       }
+        // this loop is slightly less efficient than it otherwise
+        // could be, but we want a red light to always be red, and a
+        // yellow light to always be yellow, etc. so we are trying to
+        // preserve the random sequence.
+        float zombie = sg_random();
+        if ( i % inc == 0 ) {
+            vl->add( lights->get(i) );
+
+            // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
+            float factor = sg_random();
+            factor *= factor;
+
+            if ( zombie > 0.5 ) {
+                // 50% chance of yellowish
+                sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
+            } else if ( zombie > 0.15 ) {
+                // 35% chance of whitish
+                sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
+            } else if ( zombie > 0.05 ) {
+                // 10% chance of orangish
+                sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
+            } else {
+                // 5% chance of redish
+                sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
+            }
+            cl->add( color );
+        }
     }
 
     // create ssg leaf
     ssgLeaf *leaf = 
-       new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
+        new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
 
     // assign state
-    FGNewMat *newmat = material_lib.find( "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 );
 
     return leaf;
 }
 
 
-ssgBranch*
-FGTileEntry::obj_load( const std::string& path,
-                      ssgVertexArray* 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 )
 {
-    ssgBranch* result = 0;
+    Point3D c;                  // returned center point
+    double br;                  // returned bounding radius
+
+    bool use_random_objects =
+        fgGetBool("/sim/rendering/random-objects", true);
 
     // try loading binary format
-    result = fgBinObjLoad( path, this, lights, is_base );
-    if ( result == NULL ) {
-       // next try the older ascii format
-       result = fgAsciiObjLoad( path, this, lights, is_base );
-       if ( result == NULL ) {
-           // default to an ocean tile
-           result = fgGenTile( path, this );
-       }
+    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;
+        }
     }
 
-    return result;
+    return (geometry != NULL);
 }
 
 
 void
-FGTileEntry::load( const SGPath& base, bool is_base )
+FGTileEntry::load( const string_list &path_list, bool is_base )
 {
-    cout << "load() base = " << base.str() << endl;
-
-    // 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" );
-
-    sg_gzifstream in( stg_name.str() );
-
-    if ( in.is_open() ) {
-       string token, name;
-
-       while ( ! in.eof() ) {
-           in >> token;
-
-           if ( token == "OBJECT_BASE" ) {
-               in >> name >> ::skipws;
-               SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                       << " name = " << name );
-
-               SGPath custom_path = tile_path;
-               custom_path.append( name );
-
-               ssgBranch *custom_obj
-                   = obj_load( custom_path.str(), light_pts, true );
-
-               if ( custom_obj != NULL ) {
-                   new_tile -> addKid( custom_obj );
-               }
-           } else if ( token == "OBJECT" ) {
-               in >> name >> ::skipws;
-               SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
-                       << " name = " << name );
-
-               SGPath custom_path = tile_path;
-               custom_path.append( name );
-               ssgBranch *custom_obj
-                   = obj_load( custom_path.str(), NULL, false );
-               if ( custom_obj != NULL ) {
-                   new_tile -> addKid( custom_obj );
-               }
-           } else if ( token == "OBJECT_STATIC" ) {
-               // 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 = 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 );
-
-               // 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 );
-               }
-               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 so this must be old scenery
+    unsigned int i = 0;
+    while ( i < path_list.size() ) {
+
+        bool has_base = false;
+
+        // Generate names for later use
+        string index_str = tile_bucket.gen_index_str();
+
+        SGPath tile_path = path_list[i];
+        tile_path.append( tile_bucket.gen_base_path() );
 
-        new_tile = obj_load( basename.str(), light_pts, true );
+        SGPath basename = tile_path;
+        basename.append( index_str );
+        // string path = basename.str();
 
-        // load custom objects
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "Checking for custom objects ..." );
+        SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
 
-        SGPath index_path = tile_path;
-        index_path.append( index_str );
-        index_path.concat( ".ind" );
+#define FG_MAX_LIGHTS 1000
 
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
+        // Check for master .stg (scene terra gear) file
+        SGPath stg_name = basename;
+        stg_name.concat( ".stg" );
 
-        sg_gzifstream in( index_path.str() );
+        sg_gzifstream in( stg_name.str() );
 
         if ( in.is_open() ) {
             string token, name;
@@ -1141,19 +702,87 @@ FGTileEntry::load( const SGPath& base, bool is_base )
             while ( ! in.eof() ) {
                 in >> token;
 
-                if ( token == "OBJECT" ) {
+                                // Load only once (first found)
+                if ( token == "OBJECT_BASE" ) {
                     in >> name >> ::skipws;
-                    SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
+                    SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
                             << " name = " << name );
 
-                    SGPath custom_path = tile_path;
-                    custom_path.append( name );
-                    ssgBranch *custom_obj
-                        = obj_load( custom_path.str(), NULL, false );
-                    if ( (new_tile != NULL) && (custom_obj != NULL) ) {
-                        new_tile -> addKid( custom_obj );
+                    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 {
+                        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;
+                            }
                     }
-                } else if ( token == "OBJECT_STATIC" ) {
+
+                                // 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;
@@ -1165,12 +794,17 @@ FGTileEntry::load( const SGPath& base, bool is_base )
 
                     // object loading is deferred to main render thread,
                     // but lets figure out the paths right now.
-                    SGPath custom_path = tile_path;
+                    SGPath custom_path;
+                    if ( token == "OBJECT_STATIC" ) {
+                        custom_path= tile_path;
+                    } else {
+                        custom_path = globals->get_fg_root();
+                    }
                     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 );
 
@@ -1184,8 +818,11 @@ FGTileEntry::load( const SGPath& base, bool is_base )
                     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;
@@ -1207,13 +844,16 @@ FGTileEntry::load( const SGPath& base, bool is_base )
                     obj_trans->setTransform( &obj_pos );
 
                     ssgBranch *custom_obj
-                        = gen_taxi_sign( custom_path.str(), name );
+                        = sgMakeTaxiSign( globals->get_matlib(),
+                                          custom_path.str(), name );
 
                     // wire the pieces together
-                    if ( (new_tile != NULL) && (custom_obj != NULL) ) {
+                    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;
@@ -1235,21 +875,56 @@ FGTileEntry::load( const SGPath& base, bool is_base )
                     obj_trans->setTransform( &obj_pos );
 
                     ssgBranch *custom_obj
-                        = gen_runway_sign( custom_path.str(), name );
+                        = sgMakeRunwaySign( globals->get_matlib(),
+                                            custom_path.str(), name );
 
                     // wire the pieces together
-                    if ( (new_tile != NULL) && (custom_obj != NULL) ) {
+                    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_ALERT,
+                    SG_LOG( SG_TERRAIN, SG_DEBUG,
                             "Unknown token " << token << " in "
-                            << index_path.str() );
+                            << stg_name.str() );
                     in >> ::skipws;
                 }
-           }
-       }
+            }
+        }
+
+        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 ( sgGenTile( path_list[0], tile_bucket, &c, &br,
+                        globals->get_matlib(), geometry ) )
+        {
+            center = c;
+            bounding_radius = br;
+            new_tile -> addKid( geometry );
+        } else {
+            delete geometry;
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Warning: failed to generate ocean tile!" );
+        }
     }
 
     if ( new_tile != NULL ) {
@@ -1259,80 +934,83 @@ FGTileEntry::load( const SGPath& base, bool is_base )
     terra_transform->addKid( terra_range );
 
     // calculate initial tile offset
-    SetOffset( scenery.center );
+    SetOffset( globals->get_scenery()->get_center() );
     sgCoord sgcoord;
     sgSetCoord( &sgcoord,
-               offset.x(), offset.y(), offset.z(),
-               0.0, 0.0, 0.0 );
+                offset.x(), offset.y(), offset.z(),
+                0.0, 0.0, 0.0 );
     terra_transform->setTransform( &sgcoord );
     // terrain->addKid( terra_transform );
 
-    lights_transform = NULL;
-    lights_range = NULL;
-    /* uncomment this section for testing ground lights */
+    // Add ground lights to scene graph if any exist
+    gnd_lights_transform = NULL;
+    gnd_lights_range = NULL;
     if ( light_pts->getNum() ) {
-       SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
-       lights_transform = new ssgTransform;
-       lights_range = new ssgRangeSelector;
-       lights_brightness = new ssgSelector;
-       ssgLeaf *lights;
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
+        gnd_lights_transform = new ssgTransform;
+        gnd_lights_range = new ssgRangeSelector;
+        gnd_lights_brightness = new ssgSelector;
+        ssgLeaf *lights;
+
+        lights = gen_lights( globals->get_matlib(), light_pts, 4, 0.7 );
+        gnd_lights_brightness->addKid( lights );
+
+        lights = gen_lights( globals->get_matlib(), light_pts, 2, 0.85 );
+        gnd_lights_brightness->addKid( lights );
 
-       lights = gen_lights( light_pts, 4, 0.7 );
-       lights_brightness->addKid( lights );
+        lights = gen_lights( globals->get_matlib(), light_pts, 1, 1.0 );
+        gnd_lights_brightness->addKid( lights );
 
-       lights = gen_lights( light_pts, 2, 0.85 );
-       lights_brightness->addKid( lights );
+        gnd_lights_range->addKid( gnd_lights_brightness );
+        gnd_lights_transform->addKid( gnd_lights_range );
+        gnd_lights_transform->setTransform( &sgcoord );
+    }
 
-       lights = gen_lights( light_pts, 1, 1.0 );
-       lights_brightness->addKid( lights );
+    // Update vasi lights transform
+    if ( vasi_lights_transform->getNumKids() > 0 ) {
+        vasi_lights_transform->setTransform( &sgcoord );
+    }
 
-       lights_range->addKid( lights_brightness );
-       lights_transform->addKid( lights_range );
-       lights_transform->setTransform( &sgcoord );
-        // ground->addKid( lights_transform );
+    // Update runway lights transform
+    if ( rwy_lights_transform->getNumKids() > 0 ) {
+        rwy_lights_transform->setTransform( &sgcoord );
     }
-    /* end of ground light section */
-
-    // 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, ssgBranch* ground )
+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->addKid( terra_transform );
+    terrain_branch->addKid( terra_transform );
 
     SG_LOG( SG_TERRAIN, SG_DEBUG,
             "connected a tile into scene graph.  terra_transform = "
@@ -1340,21 +1018,36 @@ FGTileEntry::add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground )
     SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
             << terra_transform->getNumParents() );
 
-    if ( lights_transform != 0 ) {
-       // bump up the ref count so we can remove this later without
-       // having ssg try to free the memory.
-       lights_transform->ref();
-       ground->addKid( lights_transform );
+    if ( gnd_lights_transform != NULL ) {
+        // bump up the ref count so we can remove this later without
+        // having ssg try to free the memory.
+        gnd_lights_transform->ref();
+        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 );
     }
 
-    // ADA
-    if ( lightmaps_transform != 0 ) {
-       // bump up the ref count so we can remove this later without
-       // having ssg try to free the memory.
-       lightmaps_transform->ref();
-       ground->addKid( lightmaps_transform );
+    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_selector->ref();
+        rwy_lights_selector->addKid( rwy_lights_transform );
+        rwy_lights_branch->addKid( rwy_lights_selector );
+    }
+
+    if ( taxi_lights_transform != NULL ) {
+        // bump up the ref count so we can remove this later without
+        // having ssg try to free the memory.
+        taxi_lights_selector->ref();
+        taxi_lights_selector->addKid( taxi_lights_transform );
+        taxi_lights_branch->addKid( taxi_lights_selector );
     }
-    // ADA
 
     loaded = true;
 }
@@ -1363,78 +1056,119 @@ FGTileEntry::add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground )
 void
 FGTileEntry::disconnect_ssg_nodes()
 {
-    SG_LOG( SG_TERRAIN, SG_INFO, "disconnecting ssg nodes" );
+    SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
 
     if ( ! loaded ) {
-        SG_LOG( SG_TERRAIN, SG_INFO, "removing a not-fully loaded tile!" );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
     } else {
-        SG_LOG( SG_TERRAIN, SG_INFO, "removing a fully loaded tile!  terra_transform = " << terra_transform );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile!  terra_transform = " << terra_transform );
     }
         
     // find the terrain branch parent
     int pcount = terra_transform->getNumParents();
     if ( pcount > 0 ) {
-       // find the first parent (should only be one)
-       ssgBranch *parent = terra_transform->getParent( 0 ) ;
-       if( parent ) {
-           // disconnect the tile (we previously ref()'d it so it
-           // won't get freed now)
-           parent->removeKid( terra_transform );
-       } else {
-           SG_LOG( SG_TERRAIN, SG_ALERT,
-                   "parent pointer is NULL!  Dying" );
-           exit(-1);
-       }
+        // find the first parent (should only be one)
+        ssgBranch *parent = terra_transform->getParent( 0 ) ;
+        if( parent ) {
+            // disconnect the tile (we previously ref()'d it so it
+            // won't get freed now)
+            parent->removeKid( terra_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 tile!  Dying" );
-       exit(-1);
+        SG_LOG( SG_TERRAIN, SG_ALERT,
+                "Parent count is zero for an ssg tile!  Dying" );
+        exit(-1);
+    }
+
+    // find the ground lighting branch
+    if ( gnd_lights_transform ) {
+        pcount = gnd_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeKid( gnd_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 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 terrain lighting branch
-    if ( lights_transform ) {
-       pcount = lights_transform->getNumParents();
-       if ( pcount > 0 ) {
-           // find the first parent (should only be one)
-           ssgBranch *parent = lights_transform->getParent( 0 ) ;
-           if( parent ) {
-               // disconnect the light branch (we previously ref()'d
-               // it so it won't get freed now)
-               parent->removeKid( 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();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeKid( rwy_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);
+        }
     }
 
-    // ADA
-    //runway lights - 23 Mar 2001
-    // Delete runway lights and free memory
-    if ( lightmaps_transform ) {
-       // delete the runway lighting branch
-       pcount = lightmaps_transform->getNumParents();
-       if ( pcount > 0 ) {
-           // find the first parent (should only be one)
-           ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
-           if( parent ) {
-               parent->removeKid( lightmaps_transform );
-               lightmaps_transform = NULL;
-           } else {
-               SG_LOG( SG_TERRAIN, SG_ALERT,
-                       "lightmaps parent pointer is NULL!  Dying" );
-               exit(-1);
-           }
-       } else {
-           SG_LOG( SG_TERRAIN, SG_ALERT,
-                   "Parent count is zero for an ssg lightmap tile!  Dying" );
-           exit(-1);
-       }
+    // 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 = taxi_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // 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,
+                        "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);
+        }
     }
-    // ADA
 }