]> git.mxchange.org Git - flightgear.git/blobdiff - src/Scenery/tileentry.cxx
Modified Files:
[flightgear.git] / src / Scenery / tileentry.cxx
index 7e71d5da5a594ae7f9286184ef02e3beb215788b..45c8bf440e4149dedbaa7c697dab6cac0241b809 100644 (file)
@@ -2,7 +2,7 @@
 //
 // Written by Curtis Olson, started May 1998.
 //
-// Copyright (C) 1998 - 2001  Curtis L. Olson  - curt@flightgear.org
+// Copyright (C) 1998 - 2001  Curtis L. Olson  - http://www.flightgear.org/~curt
 //
 // This program is free software; you can redistribute it and/or
 // modify it under the terms of the GNU General Public License as
@@ -16,7 +16,7 @@
 //
 // You should have received a copy of the GNU General Public License
 // along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
 // $Id$
 
 #endif
 
 #include <simgear/compiler.h>
-
+#include <plib/ul.h>
 #include <Main/main.hxx>
 
 
 #include STL_STRING
 
+#include <osg/Array>
+#include <osg/Geometry>
+#include <osg/Geode>
+#include <osg/LOD>
+#include <osg/MatrixTransform>
+#include <osg/NodeCallback>
+#include <osg/Switch>
+
 #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>
@@ -41,6 +50,7 @@
 #include <simgear/scene/material/matlib.hxx>
 #include <simgear/scene/tgdb/apt_signs.hxx>
 #include <simgear/scene/tgdb/obj.hxx>
+#include <simgear/scene/model/placementtrans.hxx>
 
 #include <Aircraft/aircraft.hxx>
 #include <Include/general.hxx>
@@ -60,16 +70,17 @@ SG_USING_STD(string);
 FGTileEntry::FGTileEntry ( const SGBucket& b )
     : 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 ),
+      terra_transform( new SGPlacementTransform ),
+      vasi_lights_transform( new SGPlacementTransform ),
+      rwy_lights_transform( new SGPlacementTransform ),
+      taxi_lights_transform( new SGPlacementTransform ),
+      terra_range( new osg::LOD ),
+      vasi_lights_selector( new osg::Switch ),
+      rwy_lights_selector( new osg::Switch ),
+      taxi_lights_selector( new osg::Switch ),
       loaded(false),
       pending_models(0),
+      is_inner_ring(false),
       free_tracker(0)
 {
     // update the contents
@@ -88,47 +99,7 @@ FGTileEntry::~FGTileEntry () {
     // delete[] nodes;
 }
 
-
-#if 0
-// 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)
-{
-    // setup transforms
-    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() );
-
-    sgVec3 obj_rt, obj_up;
-    sgSetVec3( obj_rt, 0.0, 1.0, 0.0); // Y axis
-    sgSetVec3( obj_up, 0.0, 0.0, 1.0); // Z axis
-
-    sgMat4 ROT_lon, ROT_lat, ROT_hdg;
-    sgMakeRotMat4( ROT_lon, lon, obj_up );
-    sgMakeRotMat4( ROT_lat, 90 - lat, obj_rt );
-    sgMakeRotMat4( ROT_hdg, hdg, obj_up );
-
-    sgMat4 TUX;
-    sgCopyMat4( TUX, ROT_hdg );
-    sgPostMultMat4( TUX, ROT_lat );
-    sgPostMultMat4( TUX, ROT_lon );
-    sgPostMultMat4( TUX, POS );
-
-    sgSetCoord( obj_pos, TUX );
-}
-#endif
-
-
-// Norman's 'fast hack' for above
-static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
+static void WorldCoordinate( osg::Matrix& obj_pos, Point3D center, double lat,
                              double lon, double elev, double hdg )
 {
     double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
@@ -170,73 +141,57 @@ static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
     mat[3][2] = offset.z();
     mat[3][3] = SG_ONE ;
 
-    sgSetCoord( obj_pos, mat );
+    for (unsigned i = 0; i < 4; ++i)
+      for (unsigned j = 0; j < 4; ++j)
+        obj_pos(i, j) = mat[i][j];
 }
 
 
-// recurse an ssg tree and call removeKid() on every node from the
+// recurse an ssg tree and call removeChild() on every node from the
 // bottom up.  Leaves the original branch in existance, but empty so
 // 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() )
-    {
-        if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
-            my_remove_branch( (ssgBranch *)k );
-            branch -> removeKid ( k );
-        } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
-            branch -> removeKid ( k ) ;
-        }
-    }
-}
+// static void my_remove_branch( osg::Group * branch ) {
+//     branch->removeChildren(0, branch->getNumChildren());
+// }
 
 
 // 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
-    // get properly freed, but it will happen all at once and could
-    // cause a huge frame rate hit.
-    ssgDeRefDelete( b );
-    return 0;
-#endif
-
+static int fgPartialFreeSSGtree( osg::Group *b, int n ) {
     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;
-                }
-            }
-            // 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--;
-            }
-        }
-    }
+    b->removeChildren(0, b->getNumChildren());
+
+//     if ( n > 0 ) {
+//         // we still have some delete budget left
+//         // if ( b->getNumChilds() > 100 ) {
+//         //     cout << "large family = " << b->getNumChilds() << 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->getNumChilds() - 1; i >= 0 ; --i ) {
+//         for ( int i = 0; i < b->getNumChildren(); ++i ) {
+//             ssgEntity *kid = b->getChild(i);
+//             if ( kid->isAKindOf( ssgTypeBranch() ) && kid->getRef() <= 1 ) {
+//                 int result = fgPartialFreeSSGtree( (osg::Group *)kid, n );
+//                 num_deletes += result;
+//                 n -= result;
+//                 if ( n < 0 ) {
+//                     break;
+//                 }
+//             }
+//             // 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->getNumChildren() == 0 || kid->getRef() > 1 ) {
+//                 b->removeChild( kid );
+//                 num_deletes++;
+//                 n--;
+//             }
+//         }
+//     }
 
     return num_deletes;
 }
@@ -259,40 +214,40 @@ bool FGTileEntry::free_tile() {
         // 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 );
+        if ( fgPartialFreeSSGtree( terra_transform.get(), delete_size ) == 0 ) {
+            terra_transform = 0;
             free_tracker |= TERRA_NODE;
         }
-    } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
+    } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform.get() ) {
         // 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 );
+        if ( fgPartialFreeSSGtree( gnd_lights_transform.get(), delete_size ) == 0 ) {
+            gnd_lights_transform = 0;
             free_tracker |= GROUND_LIGHTS;
         }
-    } else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector ) {
+    } else if ( !(free_tracker & VASI_LIGHTS) && vasi_lights_selector.get() ) {
         // 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 );
+        if ( fgPartialFreeSSGtree( vasi_lights_selector.get(), delete_size ) == 0 ) {
+            vasi_lights_selector = 0;
             free_tracker |= VASI_LIGHTS;
         }
-    } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector ) {
+    } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_selector.get() ) {
         // 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 );
+        if ( fgPartialFreeSSGtree( rwy_lights_selector.get(), delete_size ) == 0 ) {
+            rwy_lights_selector = 0;
             free_tracker |= RWY_LIGHTS;
         }
-    } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector ) {
+    } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector.get() ) {
         // 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 );
+        if ( fgPartialFreeSSGtree( taxi_lights_selector.get(), delete_size ) == 0 ) {
+            taxi_lights_selector = 0;
             free_tracker |= TAXI_LIGHTS;
         }
     } else if ( !(free_tracker & LIGHTMAPS) ) {
@@ -313,24 +268,18 @@ bool FGTileEntry::free_tile() {
 void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
     if ( !loaded ) return;
 
-    SetOffset( p );
-
     // 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 );
+    terra_range->setRange( 0, 0, vis + bounding_radius );
 
-    if ( gnd_lights_range ) {
-        gnd_lights_range->setRange( 0, SG_ZERO );
-        gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
+    if ( gnd_lights_range.get() ) {
+        gnd_lights_range->setRange( 0, 0, vis * 1.5 + bounding_radius );
     }
 
-    sgVec3 sgTrans;
-    sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
-    terra_transform->setTransform( sgTrans );
+    SGVec3d lt_trans(center.x(), center.y(), center.z());
 
     FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-    if ( gnd_lights_transform ) {
+    if ( gnd_lights_transform.get() ) {
         // 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.
@@ -338,254 +287,125 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
         // 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 );
-
+        SGVec3f lift_vec(up);
+  
         double agl;
-        agl = globals->get_current_view()->getAltitudeASL_ft()
-            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
+        agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+          - globals->get_current_view()->getSGLocation()->get_cur_elev_m();
 
-        // 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 );
+        // Compute the distance of the scenery center from the view position.
+        double dist = center.distance3D(p);
 
         if ( general.get_glDepthBits() > 16 ) {
-            sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
+            lift_vec *= 10.0 + agl / 100.0 + dist / 10000;
         } else {
-            sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
+            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 );
+        gnd_lights_transform->setTransform( lt_trans + toVec3d(lift_vec) );
 
         // 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);
+            gnd_lights_brightness->setSingleChildOn(2);
         } else if ( sun_angle > 92 ) {
-            gnd_lights_brightness->select(0x02);
+            gnd_lights_brightness->setSingleChildOn(1);
         } else if ( sun_angle > 89 ) {
-            gnd_lights_brightness->select(0x01);
-        } else {
-            gnd_lights_brightness->select(0x00);
-        }
-    }
-
-    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, 0.0 + agl / 500.0 );
+            gnd_lights_brightness->setSingleChildOn(0);
         } else {
-            sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
+            gnd_lights_brightness->setAllChildrenOff();
         }
-
-        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
-        // 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, 0.0 + agl / 500.0 );
-        } else {
-            sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
-        }
-
-        sgVec3 lt_trans;
-        sgCopyVec3( lt_trans, sgTrans );
-
-        sgAddVec3( lt_trans, lift_vec );
-        rwy_lights_transform->setTransform( lt_trans );
-
+    if ( rwy_lights_transform.get() ) {
         // 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);
+            rwy_lights_selector->setAllChildrenOn();
         } else {
-            rwy_lights_selector->select(0x00);
+            rwy_lights_selector->setAllChildrenOff();
         }
     }
 
-    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, 0.0 + agl / 500.0 );
-        } else {
-            sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
-        }
-
-        sgVec3 lt_trans;
-        sgCopyVec3( lt_trans, sgTrans );
-
-        sgAddVec3( lt_trans, lift_vec );
-        taxi_lights_transform->setTransform( lt_trans );
-
+    if ( taxi_lights_transform.get() ) {
         // 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);
+            taxi_lights_selector->setAllChildrenOn();
         } else {
-            taxi_lights_selector->select(0x00);
+            taxi_lights_selector->setAllChildrenOff();
         }
     }
 }
 
 
-// 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
-    return true;
-}
-
-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);
-    }
-#endif
-    return true;
-}
-
-
-ssgLeaf* FGTileEntry::gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
-                                  int inc, float bright )
+osg::Node*
+FGTileEntry::gen_lights( SGMaterialLib *matlib, osg::Vec3Array *lights,
+                         int inc, float bright )
 {
     // generate a repeatable random seed
-    float *p1 = lights->get( 0 );
-    unsigned int *seed = (unsigned int *)p1;
-    sg_srandom( *seed );
-
-    int size = lights->getNum() / inc;
+    sg_srandom( (unsigned)(*lights)[0][0] );
 
     // Allocate ssg structure
-    ssgVertexArray   *vl = new ssgVertexArray( size + 1 );
-    ssgNormalArray   *nl = NULL;
-    ssgTexCoordArray *tl = NULL;
-    ssgColourArray   *cl = new ssgColourArray( size + 1 );
+    osg::Vec3Array *vl = new osg::Vec3Array;
+    osg::Vec4Array *cl = new osg::Vec4Array;
 
-    sgVec4 color;
-    for ( int i = 0; i < lights->getNum(); ++i ) {
+    for ( unsigned i = 0; i < lights->size(); ++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) );
+            vl->push_back( (*lights)[i] );
 
             // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
             float factor = sg_random();
             factor *= factor;
 
+            osg::Vec4 color;
             if ( zombie > 0.5 ) {
                 // 50% chance of yellowish
-                sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
+                color = osg::Vec4( 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 );
+                color = osg::Vec4( 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 );
+                color = osg::Vec4( 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 );
+                color = osg::Vec4( 0.9, 0.2, 0.2, bright - factor * 0.2 );
             }
-            cl->add( color );
+            cl->push_back( color );
         }
     }
 
     // create ssg leaf
-    ssgLeaf *leaf = 
-        new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
+    osg::Geometry* geometry = new osg::Geometry;
+    geometry->setVertexArray(vl);
+    geometry->setColorArray(cl);
+    geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
+    geometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, vl->size()));
+    osg::Geode* geode = new osg::Geode;
+    geode->addDrawable(geometry);
 
     // assign state
     SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
-    leaf->setState( mat->get_state() );
-    leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
-    leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
+    geode->setStateSet(mat->get_state());
 
-    return leaf;
+    return geode;
 }
 
 
 bool FGTileEntry::obj_load( const string& path,
-                            ssgBranch *geometry,
-                            ssgBranch *vasi_lights,
-                            ssgBranch *rwy_lights,
-                            ssgBranch *taxi_lights,
-                            ssgVertexArray *ground_lights, bool is_base )
+                            osg::Group *geometry,
+                            osg::Group *vasi_lights,
+                            osg::Group *rwy_lights,
+                            osg::Group *taxi_lights,
+                            osg::Vec3Array *ground_lights, bool is_base )
 {
     Point3D c;                  // returned center point
     double br;                  // returned bounding radius
@@ -594,7 +414,7 @@ bool FGTileEntry::obj_load( const string& path,
         fgGetBool("/sim/rendering/random-objects", true);
 
     // try loading binary format
-    if ( sgBinObjLoad( path, is_base,
+    if ( SGBinObjLoad( path, is_base,
                        &c, &br, globals->get_matlib(), use_random_objects,
                        geometry, vasi_lights, rwy_lights, taxi_lights,
                        ground_lights ) )
@@ -609,373 +429,352 @@ bool FGTileEntry::obj_load( const string& path,
 }
 
 
-void
-FGTileEntry::load( const string &base_path, bool is_base )
-{
-    SG_LOG( SG_TERRAIN, SG_INFO, "load() base search path = "
-            << base_path );
+typedef enum {
+    OBJECT,
+    OBJECT_SHARED,
+    OBJECT_STATIC,
+    OBJECT_SIGN,
+    OBJECT_RUNWAY_SIGN
+} object_type;
 
-    bool found_tile_base = false;
 
-    string_list search = sgPathSplit( base_path );
+// storage class for deferred object processing in FGTileEntry::load()
+struct Object {
+    Object(object_type t, const string& token, const SGPath& p, istream& in)
+        : type(t), path(p)
+    {
+        in >> name;
+        if (type != OBJECT)
+            in >> lon >> lat >> elev >> hdg;
+        in >> ::skipeol;
+
+        if (type == OBJECT)
+            SG_LOG(SG_TERRAIN, SG_INFO, "    " << token << "  " << name);
+        else
+            SG_LOG(SG_TERRAIN, SG_INFO, "    " << token << "  " << name << "  lon=" <<
+                    lon << "  lat=" << lat << "  elev=" << elev << "  hdg=" << hdg);
+    }
+    object_type type;
+    string name;
+    SGPath path;
+    double lon, lat, elev, hdg;
+};
 
-    // obj_load() will generate ground lighting for us ...
-    ssgVertexArray *light_pts = new ssgVertexArray( 100 );
 
-    ssgBranch* new_tile = new ssgBranch;
+void
+FGTileEntry::load( const string_list &path_list, bool is_base )
+{
+    bool found_tile_base = false;
 
-    unsigned int i = 0;
-    while ( i < search.size() ) {
+    SGPath object_base;
+    vector<const Object*> objects;
+
+    string index_str = tile_bucket.gen_index_str();
+    SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << index_str );
+
+    // scan and parse all files and store information
+    for (unsigned int i = 0; i < path_list.size(); i++) {
+        // If we found a terrain tile in Terrain/, we have to process the
+        // Objects/ dir in the same group, too, before we can stop scanning.
+        // FGGlobals::set_fg_scenery() inserts an empty string to path_list
+        // as marker.
+        if (path_list[i].empty()) {
+            if (found_tile_base)
+                break;
+            else
+                continue;
+        }
 
         bool has_base = false;
 
-        // Generate names for later use
-        string index_str = tile_bucket.gen_index_str();
-
-        SGPath tile_path = search[i];
+        SGPath tile_path = path_list[i];
         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() );
+        SG_LOG( SG_TERRAIN, SG_INFO, "  Trying " << basename.str() );
 
-#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() )
+            continue;
 
-        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 ) )
-                            {
-                                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 ) {
-                                    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;
-                            }
-                    }
-
-                                // 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 {
-                        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 );
-
-                    // 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 );
-
-                                // 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;
+        while ( ! in.eof() ) {
+            string token;
+            in >> token;
+
+            if ( token[0] == '#' ) {
+               in >> ::skipeol;
+               continue;
+            }
+                            // Load only once (first found)
+            if ( token == "OBJECT_BASE" ) {
+                string name;
+                in >> name >> ::skipws;
+                SG_LOG( SG_TERRAIN, SG_INFO, "    " << token << " " << name );
+
+                if (!found_tile_base) {
+                    found_tile_base = true;
+                    has_base = true;
+
+                    object_base = tile_path;
+                    object_base.append(name);
+
+                } 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)
+                    objects.push_back(new Object(OBJECT, token, tile_path, in));
+                else {
+                    string name;
+                    in >> name >> ::skipeol;
+                    SG_LOG(SG_TERRAIN, SG_INFO, "    " << token << "  "
+                            << name << "  (skipped)");
                 }
+
+                            // Always OK to load
+            } else if ( token == "OBJECT_STATIC" ) {
+                objects.push_back(new Object(OBJECT_STATIC, token, tile_path, in));
+
+            } else if ( token == "OBJECT_SHARED" ) {
+                objects.push_back(new Object(OBJECT_SHARED, token, tile_path, in));
+
+            } else if ( token == "OBJECT_SIGN" ) {
+                objects.push_back(new Object(OBJECT_SIGN, token, tile_path, in));
+
+            } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
+                objects.push_back(new Object(OBJECT_RUNWAY_SIGN, token, tile_path, in));
+
+            } else {
+                SG_LOG( SG_TERRAIN, SG_DEBUG,
+                        "Unknown token '" << token << "' in " << 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;
+
+    // obj_load() will generate ground lighting for us ...
+    osg::ref_ptr<osg::Vec3Array> light_pts = new osg::Vec3Array;
+    osg::Group* new_tile = new osg::Group;
+
+
+    if (found_tile_base) {
+        // load tile if found ...
+        osg::ref_ptr<osg::Group> geometry = new osg::Group;
+        if ( obj_load( object_base.str(), geometry.get(),
+                       NULL, NULL, NULL, light_pts.get(), true ) ) {
+            new_tile -> addChild( geometry.get() );
+        }
+
+    } else {
+        // ... or generate an ocean tile on the fly
+        SG_LOG(SG_TERRAIN, SG_INFO, "  Generating ocean tile");
+        osg::ref_ptr<osg::Group> geometry = new osg::Group;
         Point3D c;
         double br;
-        if ( sgGenTile( search[0], tile_bucket, &c, &br,
-                        globals->get_matlib(), geometry ) )
-        {
+        if ( SGGenTile( path_list[0], tile_bucket, &c, &br,
+                        globals->get_matlib(), geometry.get() ) ) {
             center = c;
             bounding_radius = br;
-            new_tile -> addKid( geometry );
+            new_tile -> addChild( geometry.get() );
         } else {
-            delete geometry;
             SG_LOG( SG_TERRAIN, SG_ALERT,
                     "Warning: failed to generate ocean tile!" );
         }
     }
 
+
+    // now that we have a valid center, process all the objects
+    for (unsigned int j = 0; j < objects.size(); j++) {
+        const Object *obj = objects[j];
+
+        if (obj->type == OBJECT) {
+            SGPath custom_path = obj->path;
+            custom_path.append( obj->name );
+
+            osg::ref_ptr<osg::Group> geometry = new osg::Group;
+            osg::ref_ptr<osg::Group> vasi_lights = new osg::Group;
+            osg::ref_ptr<osg::Group> rwy_lights = new osg::Group;
+            osg::ref_ptr<osg::Group> taxi_lights = new osg::Group;
+
+            if ( obj_load( custom_path.str(),
+                           geometry.get(), vasi_lights.get(), rwy_lights.get(),
+                           taxi_lights.get(), NULL, false ) ) {
+
+                if ( geometry -> getNumChildren() > 0 ) {
+                    new_tile -> addChild( geometry.get() );
+                }
+
+                if ( vasi_lights -> getNumChildren() > 0 )
+                    vasi_lights_transform -> addChild( vasi_lights.get() );
+
+                if ( rwy_lights -> getNumChildren() > 0 )
+                    rwy_lights_transform -> addChild( rwy_lights.get() );
+
+                if ( taxi_lights -> getNumChildren() > 0 )
+                    taxi_lights_transform -> addChild( taxi_lights.get() );
+            }
+
+
+        } else if (obj->type == OBJECT_SHARED || obj->type == OBJECT_STATIC) {
+            // object loading is deferred to main render thread,
+            // but lets figure out the paths right now.
+            SGPath custom_path;
+            if ( obj->type == OBJECT_STATIC ) {
+                custom_path = obj->path;
+            } else {
+                custom_path = globals->get_fg_root();
+            }
+            custom_path.append( obj->name );
+
+            osg::Matrix obj_pos;
+            WorldCoordinate( obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
+
+            osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
+            obj_trans->setMatrix( obj_pos );
+
+            // wire as much of the scene graph together as we can
+            new_tile->addChild( obj_trans );
+            pending_models++;
+
+            // push an entry onto the model load queue
+            FGDeferredModel *dm
+                = new FGDeferredModel( custom_path.str(),
+                                       obj->path.str(),
+                                       tile_bucket,
+                                       this, obj_trans,
+                                       obj->type == OBJECT_SHARED );
+            FGTileMgr::model_ready( dm );
+
+
+        } else if (obj->type == OBJECT_SIGN || obj->type == OBJECT_RUNWAY_SIGN) {
+            // load the object itself
+            SGPath custom_path = obj->path;
+            custom_path.append( obj->name );
+
+            osg::Matrix obj_pos;
+            WorldCoordinate( obj_pos, center, obj->lat, obj->lon, obj->elev, obj->hdg );
+
+            osg::MatrixTransform *obj_trans = new osg::MatrixTransform;
+            obj_trans->setMatrix( obj_pos );
+
+            osg::Node *custom_obj = 0;
+            if (obj->type == OBJECT_SIGN)
+                custom_obj = SGMakeSign(globals->get_matlib(), custom_path.str(), obj->name);
+            else
+                custom_obj = SGMakeRunwaySign(globals->get_matlib(), custom_path.str(), obj->name);
+
+            // wire the pieces together
+            if ( custom_obj != NULL ) {
+                obj_trans -> addChild( custom_obj );
+            }
+            new_tile->addChild( obj_trans );
+
+        }
+        delete obj;
+    }
+
+
     if ( new_tile != NULL ) {
-        terra_range->addKid( new_tile );
+        terra_range->addChild( new_tile );
     }
 
-    terra_transform->addKid( terra_range );
+    terra_transform->addChild( terra_range.get() );
 
     // calculate initial tile offset
-    SetOffset( globals->get_scenery()->get_center() );
-    sgCoord sgcoord;
-    sgSetCoord( &sgcoord,
-                offset.x(), offset.y(), offset.z(),
-                0.0, 0.0, 0.0 );
-    terra_transform->setTransform( &sgcoord );
-    // terrain->addKid( terra_transform );
+    SGVec3d sgdTrans(center.x(), center.y(), center.z());
+    terra_transform->setTransform( sgdTrans );
 
     // Add ground lights to scene graph if any exist
     gnd_lights_transform = NULL;
     gnd_lights_range = NULL;
-    if ( light_pts->getNum() ) {
+    if ( light_pts->size() ) {
         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;
+        gnd_lights_transform = new SGPlacementTransform;
+        gnd_lights_range = new osg::LOD;
+        gnd_lights_brightness = new osg::Switch;
+        osg::Node *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.get(), 4, 0.7 );
+        gnd_lights_brightness->addChild( lights );
 
-        lights = gen_lights( globals->get_matlib(), light_pts, 2, 0.85 );
-        gnd_lights_brightness->addKid( lights );
+        lights = gen_lights( globals->get_matlib(), light_pts.get(), 2, 0.85 );
+        gnd_lights_brightness->addChild( lights );
 
-        lights = gen_lights( globals->get_matlib(), light_pts, 1, 1.0 );
-        gnd_lights_brightness->addKid( lights );
+        lights = gen_lights( globals->get_matlib(), light_pts.get(), 1, 1.0 );
+        gnd_lights_brightness->addChild( lights );
 
-        gnd_lights_range->addKid( gnd_lights_brightness );
-        gnd_lights_transform->addKid( gnd_lights_range );
-        gnd_lights_transform->setTransform( &sgcoord );
+        gnd_lights_range->addChild( gnd_lights_brightness.get() );
+        gnd_lights_transform->addChild( gnd_lights_range.get() );
+        gnd_lights_transform->setTransform( sgdTrans );
     }
 
     // Update vasi lights transform
-    if ( vasi_lights_transform->getNumKids() > 0 ) {
-        vasi_lights_transform->setTransform( &sgcoord );
+    if ( vasi_lights_transform->getNumChildren() > 0 ) {
+        vasi_lights_transform->setTransform( sgdTrans );
     }
 
     // Update runway lights transform
-    if ( rwy_lights_transform->getNumKids() > 0 ) {
-        rwy_lights_transform->setTransform( &sgcoord );
+    if ( rwy_lights_transform->getNumChildren() > 0 ) {
+        rwy_lights_transform->setTransform( sgdTrans );
     }
 
      // Update taxi lights transform
-    if ( taxi_lights_transform->getNumKids() > 0 ) {
-        taxi_lights_transform->setTransform( &sgcoord );
+    if ( taxi_lights_transform->getNumChildren() > 0 ) {
+        taxi_lights_transform->setTransform( sgdTrans );
     }
 }
 
-
 void
-FGTileEntry::add_ssg_nodes( ssgBranch *terrain_branch,
-                            ssgBranch *gnd_lights_branch,
-                            ssgBranch *vasi_lights_branch,
-                            ssgBranch *rwy_lights_branch,
-                            ssgBranch *taxi_lights_branch )
+FGTileEntry::add_ssg_nodes( osg::Group *terrain_branch,
+                            osg::Group *gnd_lights_branch,
+                            osg::Group *vasi_lights_branch,
+                            osg::Group *rwy_lights_branch,
+                            osg::Group *taxi_lights_branch )
 {
     // bump up the ref count so we can remove this later without
     // having ssg try to free the memory.
-    terra_transform->ref();
-    terrain_branch->addKid( terra_transform );
+    terrain_branch->addChild( terra_transform.get() );
 
     SG_LOG( SG_TERRAIN, SG_DEBUG,
             "connected a tile into scene graph.  terra_transform = "
-            << terra_transform );
+            << terra_transform.get() );
     SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
             << terra_transform->getNumParents() );
 
-    if ( gnd_lights_transform != NULL ) {
+    if ( gnd_lights_transform.get() != 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 );
+        gnd_lights_branch->addChild( gnd_lights_transform.get() );
     }
 
-    if ( vasi_lights_transform != NULL ) {
+    if ( vasi_lights_transform.get() != 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 );
+        vasi_lights_selector->addChild( vasi_lights_transform.get() );
+        vasi_lights_branch->addChild( vasi_lights_selector.get() );
     }
 
-    if ( rwy_lights_transform != NULL ) {
+    if ( rwy_lights_transform.get() != 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 );
+        rwy_lights_selector->addChild( rwy_lights_transform.get() );
+        rwy_lights_branch->addChild( rwy_lights_selector.get() );
     }
 
-    if ( taxi_lights_transform != NULL ) {
+    if ( taxi_lights_transform.get() != 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 );
+        taxi_lights_selector->addChild( taxi_lights_transform.get() );
+        taxi_lights_branch->addChild( taxi_lights_selector.get() );
     }
 
     loaded = true;
@@ -990,18 +789,18 @@ FGTileEntry::disconnect_ssg_nodes()
     if ( ! loaded ) {
         SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
     } else {
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile!  terra_transform = " << terra_transform );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile!  terra_transform = " << terra_transform.get() );
     }
         
     // 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 ) ;
+        osg::Group *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 );
+            parent->removeChild( terra_transform.get() );
         } else {
             SG_LOG( SG_TERRAIN, SG_ALERT,
                     "parent pointer is NULL!  Dying" );
@@ -1014,15 +813,15 @@ FGTileEntry::disconnect_ssg_nodes()
     }
 
     // find the ground lighting branch
-    if ( gnd_lights_transform ) {
+    if ( gnd_lights_transform.get() ) {
         pcount = gnd_lights_transform->getNumParents();
         if ( pcount > 0 ) {
             // find the first parent (should only be one)
-            ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
+            osg::Group *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 );
+                parent->removeChild( gnd_lights_transform.get() );
             } else {
                 SG_LOG( SG_TERRAIN, SG_ALERT,
                         "parent pointer is NULL!  Dying" );
@@ -1036,15 +835,15 @@ FGTileEntry::disconnect_ssg_nodes()
     }
 
     // find the vasi lighting branch
-    if ( vasi_lights_transform ) {
+    if ( vasi_lights_transform.get() ) {
         pcount = vasi_lights_transform->getNumParents();
         if ( pcount > 0 ) {
             // find the first parent (should only be one)
-            ssgBranch *parent = vasi_lights_transform->getParent( 0 ) ;
+            osg::Group *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 );
+                parent->removeChild( vasi_lights_transform.get() );
             } else {
                 SG_LOG( SG_TERRAIN, SG_ALERT,
                         "parent pointer is NULL!  Dying" );
@@ -1058,15 +857,15 @@ FGTileEntry::disconnect_ssg_nodes()
     }
 
     // find the runway lighting branch
-    if ( rwy_lights_transform ) {
+    if ( rwy_lights_transform.get() ) {
         pcount = rwy_lights_transform->getNumParents();
         if ( pcount > 0 ) {
             // find the first parent (should only be one)
-            ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
+            osg::Group *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 );
+                parent->removeChild( rwy_lights_transform.get() );
             } else {
                 SG_LOG( SG_TERRAIN, SG_ALERT,
                         "parent pointer is NULL!  Dying" );
@@ -1080,15 +879,15 @@ FGTileEntry::disconnect_ssg_nodes()
     }
 
     // find the taxi lighting branch
-    if ( taxi_lights_transform ) {
+    if ( taxi_lights_transform.get() ) {
         pcount = taxi_lights_transform->getNumParents();
         if ( pcount > 0 ) {
             // find the first parent (should only be one)
-            ssgBranch *parent = taxi_lights_transform->getParent( 0 ) ;
+            osg::Group *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 );
+                parent->removeChild( taxi_lights_transform.get() );
             } else {
                 SG_LOG( SG_TERRAIN, SG_ALERT,
                         "parent pointer is NULL!  Dying" );