]> git.mxchange.org Git - flightgear.git/blobdiff - src/Scenery/tileentry.cxx
make attribute strings lowercase with hyphen instead of underscore;
[flightgear.git] / src / Scenery / tileentry.cxx
index 9f10886edc72278583b5ee4952dd74e8b7ec6f79..b87da6b1d6fbca5a418d3c5746004004f23cf905 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>
+#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/model/placementtrans.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 ),
-      rwy_lights_transform( new ssgTransform ),
-      terra_range( new ssgRangeSelector ),
-      rwy_lights_range( new ssgRangeSelector ),
+      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)
 {
-    nodes.clear();
-
     // update the contents
     // if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
     //     SG_LOG( SG_TERRAIN, SG_ALERT, 
@@ -79,47 +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;
@@ -128,7 +108,7 @@ 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;
 
@@ -143,17 +123,17 @@ 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();
@@ -161,562 +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 ) ;
-       }
-    }
-}
-
-// ADA
-#define TEXRES_X 256
-#define TEXRES_Y 256
-unsigned char env_map[TEXRES_X][TEXRES_Y][4];
-// SetColor & SetColor2 functions were provided by Christian Mayer (26 April 2001) - used without change
-void setColor(float x, float y, float z, float angular_size, float r,
-float g, float b, float a)
-{
-    //normalize
-    float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
-    x *= inv_length; y *= inv_length; z *= inv_length;
-  
-    float cos_angular_size = cos(angular_size*SG_DEGREES_TO_RADIANS);
-
-    for( int s = 0; s < TEXRES_X; s++) {
-        for( int t = 0; t < TEXRES_Y; t++) {
-
-            float s_2 = (float)s/TEXRES_X - 0.5; // centre of texture 0,0
-            float t_2 = (float)t/TEXRES_Y - 0.5; // elev
-
-            float rx, ry, rz;
-
-            if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
-                // sphere
-                float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
-                rx = m * s_2;
-                ry = m * t_2;
-                rz = m*m / 8.0 - 1.0;
-            } else {
-                // singularity
-                rx = 0.0;
-                ry = 0.0;
-                rz = -1.0;
-            }
-
-            float tx = rx;  //mirroring on the z=0 plane
-            float ty = ry;  //assumes that the normal is allways
-            float tz = -rz; //n(0.0, 0.0, 1.0)
-         
-            if ( cos_angular_size < (x*tx + y*ty + z*tz) ) {
-                env_map[s][t][0] = (unsigned char) r * 255;  
-                env_map[s][t][1] = (unsigned char) g * 255;
-                env_map[s][t][2] = (unsigned char) b * 255;
-                env_map[s][t][3] = (unsigned char) a * 255;
-            }
-        }
-    }
-}
-
-// elevation_size, float azimuth_size are the *total* angular size of the light
-void setColor2(float elevation_size,float azimuth_size, float r, float g, float b, float a)
-{
-    for( int s = 0; s < TEXRES_X; s++) {
-        for( int t = 0; t < TEXRES_Y; t++) {
-            float s_2 = (float)s/TEXRES_X - 0.5;
-            float t_2 = (float)t/TEXRES_Y - 0.5;
-
-            float rx, ry, rz;
-
-            if ((1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2) >= 0.0) {
-
-                float m = 4.0 * sqrt(1.0 - 4.0*s_2*s_2 - 4.0*t_2*t_2);
-                rx = m * s_2;
-                ry = m * t_2;
-                rz = m*m / 8.0 - 1.0;
-            } else {
-                rx = 0.0;
-                ry = 0.0;
-                rz = -1.0;
-            }
-
-            float tx = rx;  //mirroring on the z=0 plane to reverse
-            float ty = ry;  //OpenGLs automatic mirroring
-            float tz = -rz; 
-
-            //get elevation => project t onto the x-z-plane
-            float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
-            float televation = acos( -tz_proj1 ) * SG_RADIANS_TO_DEGREES;
-
-            //get azi => project t onto the y-z-plane
-            float tz_proj2 = tz / sqrt(ty*ty + tz*tz);
-            float tazimuth = acos( -tz_proj2 ) * SG_RADIANS_TO_DEGREES;
-
-            //note televation and tazimuth are the angles *between* the
-            //temporary vector and the normal (0,0,-1). They are *NOT*
-            //the elevation and azimuth angles
-
-            //square:
-            //if (((elevation_size > televation) || (elevation_size < -televation)) &&
-            //    ((azimuth_size   > tazimuth  ) || (azimuth_size   < -tazimuth  ))) 
-            //elliptical
-            if (((televation*televation) / (elevation_size*elevation_size / 4.0) +
-                 (tazimuth  *tazimuth  ) / (azimuth_size  *azimuth_size   / 4.0)) <= 1.0)
-            {
-                env_map[s][t][0] = (unsigned char) r * 255;  
-                env_map[s][t][1] = (unsigned char) g * 255;
-                env_map[s][t][2] = (unsigned char) b * 255;
-                env_map[s][t][3] = (unsigned char) a * 255;
-            }
-        }
-    }
-}
-
-// 23 March 2001
-// This function performs billboarding of polygons drawn using the UP and RIGHT vectors obtained
-// from the transpose of the MODEL_VIEW_MATRIX of the ssg_current_context. Each polygon is drawn
-// at the coordinate array and material state as passed thro arguments.
-void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleState *lightmap_state, float size) {
-    sgMat4 tmat;
-    sgVec3 rt, up, nrt, nup, pt, quads[4], lmaps[4];
-
-    ssgGetModelviewMatrix ( tmat );
-    sgSetVec3 (rt, tmat[0][0], tmat[1][0], tmat[2][0]);
-    sgSetVec3 (up, tmat[0][1], tmat[1][1], tmat[2][1]);
-    sgSetVec3 (nrt, tmat[0][0], tmat[1][0], tmat[2][0]);
-    sgSetVec3 (nup, tmat[0][1], tmat[1][1], tmat[2][1]);
-    sgNegateVec3 (nrt);
-    sgNegateVec3 (nup);
-
-    sgAddVec3 (quads[0], nrt, nup);
-    sgAddVec3 (quads[1],  rt, nup);
-    sgAddVec3 (quads[2],  rt,  up);
-    sgAddVec3 (quads[3], nrt,  up);
-
-    sgScaleVec3 (quads[0], size);
-    sgScaleVec3 (quads[1], size);
-    sgScaleVec3 (quads[2], size);
-    sgScaleVec3 (quads[3], size);
-
-    sgVec4 color;
-    sgSetVec4( color, 1.0, 1.0, 0.0, 1.0 );
-
-    sgVec2 texcoords[4];
-    sgSetVec2( texcoords[0], 1.0, 1.0 );
-    sgSetVec2( texcoords[1], 0.0, 1.0 );
-    sgSetVec2( texcoords[2], 0.0, 0.0 );
-    sgSetVec2( texcoords[3], 1.0, 0.0 );
-    
-    for (int j = 0; j < 4; j++ ) {
-        sgCopyVec3(lmaps[j]    ,quads[j]);
-    }
-
-    for ( int i = 0; i < light_maps->getNum(); ++i ) {
-        // Allocate ssg structure
-        ssgVertexArray   *vl = new ssgVertexArray( 1 );
-        ssgTexCoordArray *tl = new ssgTexCoordArray( 1 );
-        ssgColourArray   *cl = new ssgColourArray( 1 );
-
-        float *temp = light_maps->get(i);
-        sgSetVec3(pt,temp[0],temp[1],temp[2]);
-
-        for (int k=0; k<4; k++) {
-            sgAddVec3( quads[k],lmaps[k], pt );                        
-            vl->add(quads[k]);
-            tl->add(texcoords[k]);
-            cl->add(color);
-        }
+// static void my_remove_branch( osg::Group * branch ) {
+//     branch->removeChildren(0, branch->getNumChildren());
+// }
 
-        ssgLeaf *leaf = NULL;
-        leaf = new ssgVtxTable ( GL_TRIANGLE_FAN, vl, NULL, tl, cl );
-        leaf->setState( lightmap_state );
-        lightmaps->addKid( leaf );
-    }
-
-    return NULL;
-}
-
-ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray *normal,
-                                           ssgVertexArray *dir, int type[]) 
-{
-
-    //************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************    
-    GLuint texEdge, texTaxi, texTouchdown;
-    GLuint texThreshold;
-    GLuint texVasi, texWhite, texRed, texGreen, texYellow;
-
-    //VASI lights
-    setColor(0.0,0.0,1.0,360.0, 0, 0, 0, 0);
-    setColor2(10.0, 40.0, 1, 1, 1, 1);
-    setColor2(6.0, 40.0, 1, 0.5, 0.5, 1);
-    setColor2(5.0, 40.0, 1, 0, 0, 1);
-    glGenTextures(1, &texVasi);
-    glBindTexture(GL_TEXTURE_2D, texVasi);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *vasi_state;
-    vasi_state = new ssgSimpleState();
-    vasi_state->ref();
-    vasi_state->setTexture( texVasi );
-    vasi_state->disable( GL_LIGHTING );
-    vasi_state->enable( GL_TEXTURE_2D );
-    vasi_state->setShadeModel( GL_SMOOTH );
-
-    //EDGE
-    setColor(0.0,0.0,-1.0,180.0, 1, 1, 0.5, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texEdge);
-    glBindTexture(GL_TEXTURE_2D, texEdge);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *edge_state;
-    edge_state = new ssgSimpleState();
-    edge_state->ref();
-    edge_state->setTexture( texEdge );
-    edge_state->disable( GL_LIGHTING );
-    edge_state->enable( GL_TEXTURE_2D );
-    edge_state->setShadeModel( GL_SMOOTH );
-
-    //TOUCHDOWN
-    setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texTouchdown);
-    glBindTexture(GL_TEXTURE_2D, texTouchdown);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *touchdown_state;
-    touchdown_state = new ssgSimpleState();
-    touchdown_state->ref();
-    touchdown_state->setTexture( texTouchdown );
-    touchdown_state->disable( GL_LIGHTING );
-    touchdown_state->enable( GL_TEXTURE_2D );
-    touchdown_state->setShadeModel( GL_SMOOTH );
-       
-    //THRESHOLD
-    setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texThreshold);
-    glBindTexture(GL_TEXTURE_2D, texThreshold);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *threshold_state;
-    threshold_state = new ssgSimpleState();
-    threshold_state->ref();
-    threshold_state->setTexture( texThreshold );
-    threshold_state->disable( GL_LIGHTING );
-    threshold_state->enable( GL_TEXTURE_2D );
-    threshold_state->setShadeModel( GL_SMOOTH );
-
-    //TAXI
-    setColor(0.0,0.0,-1.0,180.0, 0, 0, 1, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texTaxi);
-    glBindTexture(GL_TEXTURE_2D, texTaxi);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *taxi_state;
-    taxi_state = new ssgSimpleState();
-    taxi_state->ref();
-    taxi_state->setTexture( texTaxi );
-    taxi_state->disable( GL_LIGHTING );
-    taxi_state->enable( GL_TEXTURE_2D );
-    taxi_state->setShadeModel( GL_SMOOTH );
-
-    //WHITE
-    setColor(0.0,0.0,-1.0,180.0, 1, 1, 1, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texWhite);
-    glBindTexture(GL_TEXTURE_2D, texWhite);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *white_state;
-    white_state = new ssgSimpleState();
-    white_state->ref();
-    white_state->setTexture( texWhite );
-    white_state->disable( GL_LIGHTING );
-    white_state->enable( GL_TEXTURE_2D );
-    white_state->setShadeModel( GL_SMOOTH );
-
-    //RED
-    setColor(0.0,0.0,-1.0,180.0, 1, 0, 0, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texRed);
-    glBindTexture(GL_TEXTURE_2D, texRed);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *red_state;
-    red_state = new ssgSimpleState();
-    red_state->ref();
-    red_state->setTexture( texRed );
-    red_state->disable( GL_LIGHTING );
-    red_state->enable( GL_TEXTURE_2D );
-    red_state->setShadeModel( GL_SMOOTH );
-
-    //GREEN
-    setColor(0.0,0.0,-1.0,180.0, 0, 1, 0, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texGreen);
-    glBindTexture(GL_TEXTURE_2D, texGreen);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *green_state;
-    green_state = new ssgSimpleState();
-    green_state->ref();
-    green_state->setTexture( texGreen );
-    green_state->disable( GL_LIGHTING );
-    green_state->enable( GL_TEXTURE_2D );
-    green_state->setShadeModel( GL_SMOOTH );
-
-    //YELLOW
-    setColor(0.0,0.0,-1.0,180.0, 1, 1, 0, 1);
-    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-    glGenTextures(1, &texYellow);
-    glBindTexture(GL_TEXTURE_2D, texYellow);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-    ssgSimpleState *yellow_state;
-    yellow_state = new ssgSimpleState();
-    yellow_state->ref();
-    yellow_state->setTexture( texYellow );
-    yellow_state->disable( GL_LIGHTING );
-    yellow_state->enable( GL_TEXTURE_2D );
-    yellow_state->setShadeModel( GL_SMOOTH );
-//************** HARD CODED RUNWAY LIGHT TEXTURES END ************************    
-
-    ssgBranch *runway_lights = new ssgBranch;
-    sgVec3 v2,v3,inf,side;
-
-    ssgLeaf *leaf1 = NULL;
-    ssgLeaf *leaf2 = NULL;
-    ssgLeaf *leaf7 = NULL;
-    ssgLeaf *leaf8 = NULL;
-    ssgLeaf *leaf9 = NULL;
-
-    ssgVertexArray   *vlw = new ssgVertexArray( 1 );
-    ssgNormalArray   *nlw = new ssgNormalArray( 1 );
-    ssgVertexArray   *vlt = new ssgVertexArray( 1 );
-    ssgNormalArray   *nlt = new ssgNormalArray( 1 );
-    ssgVertexArray   *vlr = new ssgVertexArray( 1 );
-    ssgNormalArray   *nlr = new ssgNormalArray( 1 );
-    ssgVertexArray   *vlg = new ssgVertexArray( 1 );
-    ssgNormalArray   *nlg = new ssgNormalArray( 1 );
-    ssgVertexArray   *vly = new ssgVertexArray( 1 );
-    ssgNormalArray   *nly = new ssgNormalArray( 1 );
-
-    for ( int i = 0; i < points->getNum()-1; i=i++ ) {
-
-        // Allocate ssg structure
-        ssgVertexArray   *vl = new ssgVertexArray( 1 );
-        ssgNormalArray   *nl = new ssgNormalArray( 1 );
-        ssgVertexArray   *vl1 = new ssgVertexArray( 1 );
-        ssgNormalArray   *nl1 = new ssgNormalArray( 1 );
-
-        float *n1 = normal->get(i);
-        float *d1 = dir->get(i);
-
-        /* TEMPORARY CODE BEGIN 
-           // calculate normal using 1st, 2nd & last vertices of the group
-           sgVec3 n1;
-           sgMakeNormal (n1, points->get(0), points->get(1), points->get(points->getNum()-1) );
-           sgVec3 d1;
-           sgSubVec3(d1,points->get(1),points->get(0));
-           printf("%f %f %f\n",n1[0],n1[1],n1[2]);
-           printf("%f %f %f\n",d1[0],d1[1],d1[2]);
-           type[i] = 2;
-           ----TEMPORARY CODE END */
-
-
-        sgNormaliseVec3 ( n1 );
-        sgNormaliseVec3 ( d1 );
-        sgVec3 d2;
-        d2[0] = -d1[0];
-        d2[1] = -d1[1];
-        d2[2] = -d1[2];
-
-        sgVectorProductVec3(side,n1,d1);
-        sgScaleVec3 (inf,n1,-50);
-        sgScaleVec3 (side,5);
-
-        float *v1 = points->get(i);
-        sgAddVec3(v2,v1,inf);
-        sgAddVec3(v3,v2,side);
-
-        if ( type[i] == 1) {        //POINT,WHITE
-
-            vlw->add(v1);
-            nlw->add(d1);
-
-        } else if (type[i] == 2) {  //POINT,TAXI
-
-            vlt->add(v1);
-            nlt->add(d1);
-
-        } else if (type[i] == 3) {  //SINGLE POLYGON,VASI
-
-            vl->add(v1);
-            nl->add(d1);
-            vl->add(v3);
-            nl->add(d1);
-            vl->add(v2);
-            nl->add(d1);
-
-            ssgLeaf *leaf3 = NULL;
-            leaf3 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
-            leaf3->setState( vasi_state );
-            runway_lights->addKid( leaf3 );
-
-        } else if (type[i] == 4) {  //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
-               
-            vl->add(v1);
-            nl->add(d1);
-            vl->add(v3);
-            nl->add(d1);
-            vl->add(v2);
-            nl->add(d1);
-
-            vl1->add(v3);
-            nl1->add(d2);
-            vl1->add(v1);
-            nl1->add(d2);
-            vl1->add(v2);
-            nl1->add(d2);
-
-            ssgLeaf *leaf41 = NULL;
-            leaf41 = new ssgVtxTable ( GL_POLYGON, vl, nl, NULL, NULL );
-            leaf41->setState( touchdown_state );
-            runway_lights->addKid( leaf41 );
-
-            ssgLeaf *leaf42 = NULL;
-            leaf42 = new ssgVtxTable ( GL_POLYGON, vl1, nl1, NULL, NULL );
-            leaf42->setState( threshold_state );
-            runway_lights->addKid( leaf42 );
-
-        } else if ( type[i] == 5) {        //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
-
-            vl->add(v1);
-            nl->add(d1);
-            ssgLeaf *leaf5 = NULL;
-            leaf5 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
-            leaf5->setState( white_state );
-            lightmaps_sequence->addKid (leaf5);
-
-        } else if ( type[i] == 6) {        //POINT,WHITE, SEQUENCE LIGHTS (RABBIT)
-
-            vl->add(v1);
-            nl->add(d1);
-            ssgLeaf *leaf6 = NULL;
-            leaf6 = new ssgVtxTable ( GL_POINTS, vl, nl, NULL, NULL );
-            leaf6->setState( yellow_state );
-            ols_transform->addKid (leaf6);
-            // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-            //                 lightmaps_sequence->addKid (leaf6);
-            // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-
-        } else if (type[i] == 7) {  //POINT,RED
-
-            vlr->add(v1);
-            nlr->add(d1);
-
-        } else if (type[i] == 8) {  //POINT,GREEN
-
-            vlg->add(v1);
-            nlg->add(d1);
-
-        } else if (type[i] == 9) {  //POINT,YELLOW
-
-            vly->add(v1);
-            nly->add(d1);
-
-        }
-
-    }
-
-    leaf1 = new ssgVtxTable ( GL_POINTS, vlw, nlw, NULL, NULL );
-    leaf1->setState( white_state );
-    runway_lights->addKid( leaf1 );
-
-    leaf2 = new ssgVtxTable ( GL_POINTS, vlt, nlt, NULL, NULL );
-    leaf2->setState( taxi_state );
-    runway_lights->addKid( leaf2 );
-       
-    leaf7 = new ssgVtxTable ( GL_POINTS, vlr, nlr, NULL, NULL );
-    leaf7->setState( red_state );
-    runway_lights->addKid( leaf7 );
-
-    leaf8 = new ssgVtxTable ( GL_POINTS, vlg, nlg, NULL, NULL );
-    leaf8->setState( green_state );
-    // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-    ols_transform->ref();
-    lightmaps_sequence->addKid (ols_transform);
-    // DO NOT DELETE THIS CODE - This is to compare a discrete FLOLS (without LOD) with analog FLOLS
-    lightmaps_sequence->addKid (leaf8);
-
-    leaf9 = new ssgVtxTable ( GL_POINTS, vly, nly, NULL, NULL );
-    leaf9->setState( yellow_state );
-    runway_lights->addKid( leaf9 );
-
-    lightmaps_sequence->select(0xFFFFFF);      
-    return runway_lights;
-}
-// ADA
-       
 
 // Free "n" leaf elements of an ssg tree.  returns the number of
 // elements freed.  An empty branch node is considered a leaf.  This
 // is intended to spread the load of freeing a complex tile out over
 // several frames.
-static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
-    ssgDeRefDelete( b );
-    return 0;
-
+static int fgPartialFreeSSGtree( osg::Group *b, int n ) {
     int num_deletes = 0;
 
-    if ( n > 0 ) {
-        // we still have some delete budget left
-        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;
-                }
-            } else {
-                b->removeKid(i);
-                num_deletes++;
-                n--;
-            }
-        }
-        // remove the parent if it is empty
-        if ( b->getNumKids() == 0 ) {
-            ssgDeRefDelete( b );
-            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;
 }
@@ -725,70 +200,58 @@ static int fgPartialFreeSSGtree( ssgBranch *b, int n ) {
 // Clean up the memory used by this tile and delete the arrays used by
 // ssg as well as the whole ssg branch
 bool FGTileEntry::free_tile() {
-    int i;
     int delete_size = 100;
     SG_LOG( SG_TERRAIN, SG_DEBUG,
-           "FREEING TILE = (" << tile_bucket << ")" );
+            "FREEING TILE = (" << tile_bucket << ")" );
 
     SG_LOG( SG_TERRAIN, SG_DEBUG, "(start) free_tracker = " << free_tracker );
     
     if ( !(free_tracker & NODES) ) {
-        SG_LOG( SG_TERRAIN, SG_DEBUG,
-                "  deleting " << nodes.size() << " nodes" );
-        nodes.clear();
-
         free_tracker |= NODES;
     } else if ( !(free_tracker & VEC_PTRS) ) {
-        // delete the vector pointers
-        SG_LOG( SG_TERRAIN, SG_DEBUG,
-                "  deleting (leaf data) vertex, normal, and "
-                << " texture coordinate arrays" );
-
-        for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) {
-            delete [] vec3_ptrs[i];
-        }
-        vec3_ptrs.clear();
-
-        for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) {
-            delete [] vec2_ptrs[i];
-        }
-        vec2_ptrs.clear();
-
-        for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
-            delete index_ptrs[i];
-        }
-        index_ptrs.clear();
-
         free_tracker |= VEC_PTRS;
     } else if ( !(free_tracker & TERRA_NODE) ) {
         // delete the terrain branch (this should already have been
         // disconnected from the scene graph)
         SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
-        if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
+        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 ) {
+        if ( fgPartialFreeSSGtree( gnd_lights_transform.get(), delete_size ) == 0 ) {
+            gnd_lights_transform = 0;
             free_tracker |= GROUND_LIGHTS;
         }
-    } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_transform ) {
-       // delete the terrain lighting branch (this should already have been
-       // disconnected from the scene graph)
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_transform" );
-       if ( fgPartialFreeSSGtree( rwy_lights_transform, delete_size ) == 0 ) {
+    } 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.get(), delete_size ) == 0 ) {
+            vasi_lights_selector = 0;
+            free_tracker |= VASI_LIGHTS;
+        }
+    } 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.get(), delete_size ) == 0 ) {
+            rwy_lights_selector = 0;
             free_tracker |= RWY_LIGHTS;
         }
-    } else if ( !(free_tracker & LIGHTMAPS) && lightmaps_transform ) {
-        // ADA
-       // delete the terrain lighting branch (this should already have been
+    } else if ( !(free_tracker & TAXI_LIGHTS) && taxi_lights_selector.get() ) {
+        // delete the taxi lighting branch (this should already have been
         // disconnected from the scene graph)
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING lightmaps_transform" );
-       if ( fgPartialFreeSSGtree( lightmaps_transform, delete_size ) == 0 ) {
-            free_tracker |= LIGHTMAPS;
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING 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) ) {
+        free_tracker |= LIGHTMAPS;
     } else {
         return true;
     }
@@ -805,637 +268,519 @@ 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, 0, vis + bounding_radius );
 
-// #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 );
-    if ( gnd_lights_range ) {
-    gnd_lights_range->setRange( 0, SG_ZERO );
-    gnd_lights_range->setRange( 1, vis * 1.5 + bounding_radius );
-    }
-    if ( rwy_lights_range ) {
-      rwy_lights_range->setRange( 0, SG_ZERO );
-      rwy_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 ( gnd_lights_range ) {
-       ranges[1] = vis * 1.5 + bounding_radius;
-       gnd_lights_range->setRanges( ranges, 2 );
-    }
-    if ( rwy_lights_range ) {
-       ranges[1] = vis * 1.5 + bounding_radius;
-       rwy_lights_range->setRanges( ranges, 2 );
+    if ( gnd_lights_range.get() ) {
+        gnd_lights_range->setRange( 0, 0, vis * 1.5 + bounding_radius );
     }
-#endif
-    sgVec3 sgTrans;
-    sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
-    terra_transform->setTransform( sgTrans );
 
-    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.
+    SGVec3d lt_trans(center.x(), center.y(), center.z());
+
+    FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+    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.
 
         // 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 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-       if ( sun_angle > 95 ) {
-           gnd_lights_brightness->select(0x04);
-       } else if ( sun_angle > 92 ) {
-           gnd_lights_brightness->select(0x02);
-       } else if ( sun_angle > 89 ) {
-           gnd_lights_brightness->select(0x01);
-       } else {
-           gnd_lights_brightness->select(0x00);
-       }
-    }
+        SGVec3f lift_vec(up);
+  
+        double agl;
+        agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+          - globals->get_current_view()->getSGLocation()->get_cur_elev_m();
 
-    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 );
-
-       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, 0.0 + agl / 100.0 + dist / 10000 );
-       } else {
-           sgScaleVec3( lift_vec, 1.0 + agl / 20.0 + dist / 5000 );
-       }
-
-       sgVec3 lt_trans;
-       sgCopyVec3( lt_trans, sgTrans );
-
-       sgAddVec3( lt_trans, lift_vec );
-       rwy_lights_transform->setTransform( lt_trans );
-
-       // select which set of lights based on sun angle
-       // float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-       // if ( sun_angle > 95 ) {
-       //     gnd_lights_brightness->select(0x04);
-       // } else if ( sun_angle > 92 ) {
-       //     gnd_lights_brightness->select(0x02);
-       // } else if ( sun_angle > 89 ) {
-       //     gnd_lights_brightness->select(0x01);
-       // } else {
-       //     gnd_lights_brightness->select(0x00);
-       // }
-    }
+        // Compute the distance of the scenery center from the view position.
+        double dist = center.distance3D(p);
 
-    // ADA
-    // Transform & Render runway lights - 23 Mar 2001
-    sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
-    if ( lightmaps_transform ) {
-        static unsigned int selectnode = 0;
-       // Run-time extension check.
-       if (!glutExtensionSupported("GL_EXT_point_parameters")) {
-            //use lightmaps on billboarded polygons
+        if ( general.get_glDepthBits() > 16 ) {
+            lift_vec *= 10.0 + agl / 100.0 + dist / 10000;
         } else {
-            // using GL_EXT_point_parameters
-               
-            // This part is same as ground-lights code above by Curt
-            sgVec3 lift_vec;
-            sgCopyVec3( lift_vec, up );
-            
-            double agl1;
-            agl1 = globals->get_current_view()->getAltitudeASL_ft()
-                * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
-
-            // sgTrans just happens to be the
-            // vector from scenery center to the center of this tile which
-            // is what we want to calculate the distance of
-            sgVec3 to1;
-            sgCopyVec3( to1, sgTrans );
-            double dist1 = sgLengthVec3( to1 );
-
-            if ( general.get_glDepthBits() > 16 ) {
-                sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
-            } else {
-                sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
-            }
-            sgAddVec3( sgTrans, lift_vec );
-            lightmaps_transform->setTransform( sgTrans );
-
-            float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-            if ( (sun_angle1 > 89) ) {
-                lightmaps_brightness->select(0x01);
-                selectnode *=2;
-                selectnode = selectnode | 0x000001;
-                if (selectnode > 0xFFFFFF) selectnode = 1;
-                lightmaps_sequence->select(selectnode);
-            } else {
-                lightmaps_brightness->select(0x00);
-                lightmaps_sequence->select(0x000000);
-            } 
-       } // end of GL_EXT_point_parameters section
+            lift_vec *= 10.0 + agl / 20.0 + dist / 5000;
+        }
 
-    } // end of runway lights section
-    // ADA
-
-}
+        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->setSingleChildOn(2);
+        } else if ( sun_angle > 92 ) {
+            gnd_lights_brightness->setSingleChildOn(1);
+        } else if ( sun_angle > 89 ) {
+            gnd_lights_brightness->setSingleChildOn(0);
+        } else {
+            gnd_lights_brightness->setAllChildrenOff();
+        }
+    }
 
-// Set up lights rendering call backs
-static int fgLightsPredraw( ssgEntity *e ) {
-#if 0
-#ifdef GL_EXT_point_parameters
-    if (glutExtensionSupported("GL_EXT_point_parameters")) {
-       static float quadratic[3] = {1.0, 0.01, 0.0001};
-       glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
-       glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0); 
-       glPointSize(4.0);
+    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->setAllChildrenOn();
+        } else {
+            rwy_lights_selector->setAllChildrenOff();
+        }
     }
-#endif
-#endif
-    return true;
-}
 
-static int fgLightsPostdraw( ssgEntity *e ) {
-#if 0
-#ifdef GL_EXT_point_parameters
-    if (glutExtensionSupported("GL_EXT_point_parameters")) {
-       static float default_attenuation[3] = {1.0, 0.0, 0.0};
-       glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
-                             default_attenuation);
-       glPointSize(1.0);
+    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->setAllChildrenOn();
+        } else {
+            taxi_lights_selector->setAllChildrenOff();
+        }
     }
-#endif
-#endif
-    return true;
 }
 
 
-ssgLeaf* FGTileEntry::gen_lights( 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 );
-
-    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 );
-       }
+    osg::Vec3Array *vl = new osg::Vec3Array;
+    osg::Vec4Array *cl = new osg::Vec4Array;
+
+    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->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
+                color = osg::Vec4( 0.9, 0.9, 0.3, bright - factor * 0.2 );
+            } else if ( zombie > 0.15 ) {
+                // 35% chance of whitish
+                color = osg::Vec4( 0.9, 0.9, 0.8, bright - factor * 0.2 );
+            } else if ( zombie > 0.05 ) {
+                // 10% chance of orangish
+                color = osg::Vec4( 0.9, 0.6, 0.2, bright - factor * 0.2 );
+            } else {
+                // 5% chance of redish
+                color = osg::Vec4( 0.9, 0.2, 0.2, bright - factor * 0.2 );
+            }
+            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
-    FGNewMat *newmat = material_lib.find( "LIGHTS" );
-    leaf->setState( newmat->get_state() );
-    leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
-    leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
+    SGMaterial *mat = matlib->find( "GROUND_LIGHTS" );
+    geode->setStateSet(mat->get_state());
 
-    return leaf;
+    return geode;
 }
 
 
-bool FGTileEntry::obj_load( const std::string& path,
-                      ssgBranch* geometry,
-                      ssgBranch* rwy_lights,
-                      ssgVertexArray* ground_lights, bool is_base )
+bool FGTileEntry::obj_load( const string& path,
+                            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
+    Point3D c;                  // returned center point
+    double br;                  // returned bounding radius
+
+    bool use_random_objects =
+        fgGetBool("/sim/rendering/random-objects", true);
 
     // try loading binary format
-    if ( fgBinObjLoad( path, is_base,
-                      &c, &br, geometry, rwy_lights, ground_lights ) )
+    if ( SGBinObjLoad( path, is_base,
+                       &c, &br, globals->get_matlib(), use_random_objects,
+                       geometry, vasi_lights, rwy_lights, taxi_lights,
+                       ground_lights ) )
     {
-       if ( is_base ) {
-           center = c;
-           bounding_radius = br;
-       }
-    } else {
-       // next try the older ascii format, this is some ugly
-       // weirdness because the ascii loader is *old* and hasn't been
-       // updated, but hopefully we can can the ascii format soon.
-       ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
-       if ( tmp ) {
-           return (NULL != tmp);
-       } else {
-           // default to an ocean tile
-           if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
-               center = c;
-               bounding_radius = br;
-           } else {
-               SG_LOG( SG_TERRAIN, SG_ALERT,
-                       "Warning: failed to generate ocean tile!" );
-           }
-       }
+        if ( is_base ) {
+            center = c;
+            bounding_radius = br;
+        }
     }
 
-    return (NULL != geometry);
+    return (geometry != NULL);
 }
 
 
+typedef enum {
+    OBJECT,
+    OBJECT_SHARED,
+    OBJECT_STATIC,
+    OBJECT_SIGN,
+    OBJECT_RUNWAY_SIGN
+} object_type;
+
+
+// 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;
+};
+
+
 void
-FGTileEntry::load( const SGPath& base, bool is_base )
+FGTileEntry::load( const string_list &path_list, bool is_base )
 {
-    SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
+    bool found_tile_base = false;
+
+    SGPath object_base;
+    vector<const Object*> objects;
 
-    // Generate names for later use
     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;
+
+        SGPath tile_path = path_list[i];
+        tile_path.append( tile_bucket.gen_base_path() );
+
+        SGPath basename = tile_path;
+        basename.append( index_str );
+
+        SG_LOG( SG_TERRAIN, SG_INFO, "  Trying " << basename.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();
+        // Check for master .stg (scene terra gear) file
+        SGPath stg_name = basename;
+        stg_name.concat( ".stg" );
 
-    SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
+        sg_gzifstream in( stg_name.str() );
+        if ( !in.is_open() )
+            continue;
+
+        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;
+            }
+        }
+    }
 
-#define FG_MAX_LIGHTS 1000
 
     // 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 *geometry = new ssgBranch;
-               if ( obj_load( custom_path.str(),
-                              geometry, NULL, light_pts, true ) )
-               {
-                   new_tile -> addKid( geometry );
-               } else {
-                   delete geometry;
-               }
-           } else if ( token == "OBJECT" ) {
-               in >> name >> ::skipws;
-               SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
-                       << " name = " << name );
-
-               SGPath custom_path = tile_path;
-               custom_path.append( name );
-
-               ssgBranch *geometry = new ssgBranch;
-               ssgBranch *rwy_lights = new ssgBranch;
-               if ( obj_load( custom_path.str(),
-                              geometry, rwy_lights, NULL, false ) )
-               {
-                   if ( geometry -> getNumKids() > 0 ) {
-                       new_tile -> addKid( geometry );
-                   } else {
-                       delete geometry;
-                   }
-                   if ( rwy_lights -> getNumKids() > 0 ) {
-                       rwy_lights_range -> addKid( rwy_lights );
-                   } else {
-                       delete rwy_lights;
-                   }
-               } else {
-                   delete geometry;
-                   delete rwy_lights;
-               }
-
-           } 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;
-           }
-       }
+    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 {
-        // no .stg file, generate an ocean tile on the fly for this
-        // area
-        ssgBranch *geometry = new ssgBranch;
+        // ... 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 ( fgGenTile( basename.str(), tile_bucket, &c, &br, 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() ) {
-       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;
+    if ( light_pts->size() ) {
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
+        gnd_lights_transform = new SGPlacementTransform;
+        gnd_lights_range = new osg::LOD;
+        gnd_lights_brightness = new osg::Switch;
+        osg::Node *lights;
 
-       lights = gen_lights( 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( 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( 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 );
     }
 
-    // Add runway lights to scene graph if any exist
-    if ( rwy_lights_range->getNumKids() > 0 ) {
-       SG_LOG( SG_TERRAIN, SG_INFO, "adding runway lights" );
-       rwy_lights_transform->addKid( rwy_lights_range );
-       rwy_lights_transform->setTransform( &sgcoord );
+    // Update vasi lights transform
+    if ( vasi_lights_transform->getNumChildren() > 0 ) {
+        vasi_lights_transform->setTransform( sgdTrans );
     }
 
-    // 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 runway lights transform
+    if ( rwy_lights_transform->getNumChildren() > 0 ) {
+        rwy_lights_transform->setTransform( sgdTrans );
     }
-    // ADA
-}
 
+     // Update taxi lights transform
+    if ( taxi_lights_transform->getNumChildren() > 0 ) {
+        taxi_lights_transform->setTransform( sgdTrans );
+    }
+}
 
 void
-FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
-                           ssgBranch* gnd_lights_branch,
-                           ssgBranch* rwy_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() );
+    globals->get_scenery()->register_placement_transform(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 ) {
-       // 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 ( 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_branch->addChild( gnd_lights_transform.get() );
+        globals->get_scenery()->register_placement_transform(gnd_lights_transform.get());
+    }
+
+    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->addChild( vasi_lights_transform.get() );
+        globals->get_scenery()->register_placement_transform(vasi_lights_transform.get());
+        vasi_lights_branch->addChild( vasi_lights_selector.get() );
     }
 
-    if ( rwy_lights_transform != NULL ) {
-       // bump up the ref count so we can remove this later without
-       // having ssg try to free the memory.
-       rwy_lights_transform->ref();
-       rwy_lights_branch->addKid( rwy_lights_transform );
+    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->addChild( rwy_lights_transform.get() );
+        globals->get_scenery()->register_placement_transform(rwy_lights_transform.get());
+        rwy_lights_branch->addChild( rwy_lights_selector.get() );
     }
 
-    // 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();
-       gnd_lights_branch->addKid( lightmaps_transform );
+    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->addChild( taxi_lights_transform.get() );
+        globals->get_scenery()->register_placement_transform(taxi_lights_transform.get());
+        taxi_lights_branch->addChild( taxi_lights_selector.get() );
     }
-    // ADA
 
     loaded = true;
 }
@@ -1444,100 +789,130 @@ FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
 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.get() );
     }
         
+    // Unregister that one at the scenery manager
+    globals->get_scenery()->unregister_placement_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 ) ;
-       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)
+        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->removeChild( terra_transform.get() );
+        } 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);
-       }
+    if ( gnd_lights_transform.get() ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(gnd_lights_transform.get());
+        pcount = gnd_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            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->removeChild( gnd_lights_transform.get() );
+            } 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.get() ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(vasi_lights_transform.get());
+        pcount = vasi_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            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->removeChild( vasi_lights_transform.get() );
+            } 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);
-       }
+    if ( rwy_lights_transform.get() ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(rwy_lights_transform.get());
+        pcount = rwy_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            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->removeChild( rwy_lights_transform.get() );
+            } 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.get() ) {
+        // Unregister that one at the scenery manager
+        globals->get_scenery()->unregister_placement_transform(taxi_lights_transform.get());
+        pcount = taxi_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            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->removeChild( taxi_lights_transform.get() );
+            } 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
 }