]> git.mxchange.org Git - flightgear.git/blobdiff - src/Scenery/tileentry.cxx
Updates to the electrical system model. "Juice" is now propogated through
[flightgear.git] / src / Scenery / tileentry.cxx
index b55cf8dec28739b46e07332b335e21e30f10a109..f1de66b594518a49f4946292ca38e82e3ba4451c 100644 (file)
@@ -54,9 +54,12 @@ FGTileEntry::FGTileEntry ( const SGBucket& b )
       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 ),
       loaded(false),
-      pending_models(0)
+      pending_models(0),
+      free_tracker(0)
 {
     nodes.clear();
 
@@ -78,8 +81,8 @@ FGTileEntry::~FGTileEntry () {
 
 
 #if 0
-// This is the current method cut and pasted from 
-//  FGTileEntry::load( const SGPath& base, bool is_base )
+// Please keep this for reference.  We use Norman's optimized routine,
+// but here is what the routine really is doing.
 void
 FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
                               double lat, double lon, double elev, double hdg)
@@ -88,10 +91,10 @@ FGTileEntry::WorldCoordinate( sgCoord *obj_pos, Point3D center,
     Point3D geod( lon * SGD_DEGREES_TO_RADIANS,
                   lat * SGD_DEGREES_TO_RADIANS,
                   elev );
-       
+        
     Point3D world_pos = sgGeodToCart( geod );
     Point3D offset = world_pos - center;
-       
+        
     sgMat4 POS;
     sgMakeTransMat4( POS, offset.x(), offset.y(), offset.z() );
 
@@ -125,7 +128,7 @@ static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
 
     // setup transforms
     Point3D geod( lon_rad, lat_rad, elev );
-       
+        
     Point3D world_pos = sgGeodToCart( geod );
     Point3D offset = world_pos - center;
 
@@ -140,17 +143,17 @@ static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
 
     mat[0][0] =  cos_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - sin_hdg * (SGfloat)sin_lon;
     mat[0][1] =  cos_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + sin_hdg * (SGfloat)cos_lon;
-    mat[0][2] =        -cos_hdg * (SGfloat)cos_lat;
-    mat[0][3] =         SG_ZERO;
+    mat[0][2] = -cos_hdg * (SGfloat)cos_lat;
+    mat[0][3] =  SG_ZERO;
 
     mat[1][0] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)cos_lon - cos_hdg * (SGfloat)sin_lon;
     mat[1][1] = -sin_hdg * (SGfloat)sin_lat * (SGfloat)sin_lon + cos_hdg * (SGfloat)cos_lon;
-    mat[1][2] =         sin_hdg * (SGfloat)cos_lat;
-    mat[1][3] =         SG_ZERO;
+    mat[1][2] =  sin_hdg * (SGfloat)cos_lat;
+    mat[1][3] =  SG_ZERO;
 
     mat[2][0] = (SGfloat)cos_lat * (SGfloat)cos_lon;
     mat[2][1] = (SGfloat)cos_lat * (SGfloat)sin_lon;
-    mat[2][2] =        (SGfloat)sin_lat;
+    mat[2][2] = (SGfloat)sin_lat;
     mat[2][3] =  SG_ZERO;
 
     mat[3][0] = offset.x();
@@ -167,15 +170,15 @@ static void WorldCoordinate( sgCoord *obj_pos, Point3D center, double lat,
 // it can be removed by the calling routine.
 static void my_remove_branch( ssgBranch * branch ) {
     for ( ssgEntity *k = branch->getKid( 0 );
-         k != NULL; 
-         k = branch->getNextKid() )
+          k != NULL; 
+          k = branch->getNextKid() )
     {
-       if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
-           my_remove_branch( (ssgBranch *)k );
-           branch -> removeKid ( k );
-       } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
-           branch -> removeKid ( k ) ;
-       }
+        if ( k -> isAKindOf ( ssgTypeBranch() ) ) {
+            my_remove_branch( (ssgBranch *)k );
+            branch -> removeKid ( k );
+        } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) {
+            branch -> removeKid ( k ) ;
+        }
     }
 }
 
@@ -191,7 +194,7 @@ float g, float b, float a)
     float inv_length = 1.0 / sqrt(x*x + y*y + z*z);
     x *= inv_length; y *= inv_length; z *= inv_length;
   
-    float cos_angular_size = cos(angular_size*(22.0/7.0)/180.0);
+    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++) {
@@ -256,11 +259,11 @@ void setColor2(float elevation_size,float azimuth_size, float r, float g, float
 
             //get elevation => project t onto the x-z-plane
             float tz_proj1 = tz / sqrt(tx*tx + tz*tz);
-            float televation = acos( -tz_proj1 ) * 180.0 / 3.1415;
+            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 ) * 180.0 / 3.1415;
+            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*
@@ -318,7 +321,7 @@ void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleSt
     sgSetVec2( texcoords[3], 1.0, 0.0 );
     
     for (int j = 0; j < 4; j++ ) {
-        sgCopyVec3(lmaps[j]    ,quads[j]);
+        sgCopyVec3(lmaps[j]     ,quads[j]);
     }
 
     for ( int i = 0; i < light_maps->getNum(); ++i ) {
@@ -331,7 +334,7 @@ void *fgBillboard( ssgBranch *lightmaps, ssgVertexArray *light_maps, ssgSimpleSt
         sgSetVec3(pt,temp[0],temp[1],temp[2]);
 
         for (int k=0; k<4; k++) {
-            sgAddVec3( quads[k],lmaps[k], pt );                        
+            sgAddVec3( quads[k],lmaps[k], pt );                 
             vl->add(quads[k]);
             tl->add(texcoords[k]);
             cl->add(color);
@@ -351,9 +354,9 @@ ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray
 {
 
     //************** HARD CODED RUNWAY LIGHT TEXTURES BEGIN ************************    
-    GLuint texEdge, texTaxi, texCenter, texTouchdown;
-    GLuint texThreshold, texCrossbar, texUndershoot, texApproach;
-    GLuint texRabbit, texVasi, texWhite, texRed, texGreen, texYellow;
+    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);
@@ -404,7 +407,7 @@ ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray
     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);
@@ -585,7 +588,7 @@ ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray
             runway_lights->addKid( leaf3 );
 
         } else if (type[i] == 4) {  //BACK-TO-BACK POLYGONS,TOUCHDOWN/THRESHOLD
-               
+                
             vl->add(v1);
             nl->add(d1);
             vl->add(v3);
@@ -628,7 +631,7 @@ ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray
             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);
+            //                  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
@@ -657,7 +660,7 @@ ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray
     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 );
@@ -674,75 +677,132 @@ ssgBranch* FGTileEntry::gen_runway_lights( ssgVertexArray *points,ssgVertexArray
     leaf9->setState( yellow_state );
     runway_lights->addKid( leaf9 );
 
-    lightmaps_sequence->select(0xFFFFFF);      
+    lightmaps_sequence->select(0xFFFFFF);       
     return runway_lights;
 }
 // ADA
-       
-#ifdef WISH_PLIB_WAS_THREADED // but it isn't
+        
 
-// Schedule tile to be freed/removed
-void FGTileEntry::sched_removal() {
-    global_tile_mgr.ready_to_delete( this );
-}
+// 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;
+
+    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;
+                }
+            }
+            // remove the kid if it is now empty
+            if ( kid->getNumKids() == 0 ) {
+                b->removeKid( kid );
+                num_deletes++;
+                n--;
+            }
+        }
+    }
 
-#endif
+    return num_deletes;
+}
 
 
 // Clean up the memory used by this tile and delete the arrays used by
 // ssg as well as the whole ssg branch
-void FGTileEntry::free_tile() {
+bool FGTileEntry::free_tile() {
     int i;
-    SG_LOG( SG_TERRAIN, SG_INFO,
-           "FREEING TILE = (" << tile_bucket << ")" );
-
+    int delete_size = 100;
     SG_LOG( SG_TERRAIN, SG_DEBUG,
-           "  deleting " << nodes.size() << " nodes" );
-    nodes.clear();
+            "FREEING TILE = (" << tile_bucket << ")" );
 
-    // delete the ssg structures
-    SG_LOG( SG_TERRAIN, SG_DEBUG,
-           "  deleting (leaf data) vertex, normal, and "
-           << " texture coordinate arrays" );
+    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)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)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();
 
-    for ( i = 0; i < (int)index_ptrs.size(); ++i ) {
-       delete index_ptrs[i];
+        free_tracker |= VEC_PTRS;
+    } else if ( !(free_tracker & TERRA_NODE) ) {
+        // delete the terrain branch (this should already have been
+        // disconnected from the scene graph)
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING terra_transform" );
+        if ( fgPartialFreeSSGtree( terra_transform, delete_size ) == 0 ) {
+            ssgDeRefDelete( terra_transform );
+            free_tracker |= TERRA_NODE;
+        }
+    } else if ( !(free_tracker & GROUND_LIGHTS) && gnd_lights_transform ) {
+        // delete the terrain lighting branch (this should already have been
+        // disconnected from the scene graph)
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING gnd_lights_transform" );
+        if ( fgPartialFreeSSGtree( gnd_lights_transform, delete_size ) == 0 ) {
+            ssgDeRefDelete( gnd_lights_transform );
+            free_tracker |= GROUND_LIGHTS;
+        }
+    } else if ( !(free_tracker & RWY_LIGHTS) && rwy_lights_transform ) {
+        // delete the terrain lighting branch (this should already have been
+        // disconnected from the scene graph)
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING rwy_lights_transform" );
+        if ( fgPartialFreeSSGtree( rwy_lights_transform, delete_size ) == 0 ) {
+            ssgDeRefDelete( rwy_lights_transform );
+            free_tracker |= RWY_LIGHTS;
+        }
+    } else if ( !(free_tracker & LIGHTMAPS) && lightmaps_transform ) {
+        // ADA
+        // delete the terrain lighting branch (this should already have been
+        // disconnected from the scene graph)
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "FREEING lightmaps_transform" );
+        if ( fgPartialFreeSSGtree( lightmaps_transform, delete_size ) == 0 ) {
+            ssgDeRefDelete( lightmaps_transform );
+            free_tracker |= LIGHTMAPS;
+        }
+    } else {
+        return true;
     }
-    index_ptrs.clear();
 
-    // delete the terrain branch (this should already have been
-    // disconnected from the scene graph)
-    ssgDeRefDelete( terra_transform );
-
-    if ( lights_transform ) {
-       // delete the terrain lighting branch (this should already have been
-    // disconnected from the scene graph)
-       ssgDeRefDelete( lights_transform );
-    }
+    SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
 
-    // ADA
-    if ( lightmaps_transform ) {
-       // delete the terrain lighting branch (this should already have been
-        // disconnected from the scene graph)
-       ssgDeRefDelete( lightmaps_transform );
-    }
-    // ADA
+    // if we fall down to here, we still have work todo, return false
+    return false;
 }
 
 
 // Update the ssg transform node for this tile so it can be
 // properly drawn relative to our (0,0,0) point
-void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
+void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
     if ( !loaded ) return;
 
     SetOffset( p );
@@ -751,64 +811,121 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
 #ifdef USE_UP_AND_COMING_PLIB_FEATURE
     terra_range->setRange( 0, SG_ZERO );
     terra_range->setRange( 1, vis + bounding_radius );
-    lights_range->setRange( 0, SG_ZERO );
-    lights_range->setRange( 1, vis * 1.5 + bounding_radius );
+    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 ( lights_range ) {
-       ranges[1] = vis * 1.5 + bounding_radius;
-       lights_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 );
     }
 #endif
     sgVec3 sgTrans;
     sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
     terra_transform->setTransform( sgTrans );
 
-    if ( lights_transform ) {
-       // we need to lift the lights above the terrain to avoid
-       // z-buffer fighting.  We do this based on our altitude and
-       // the distance this tile is away from scenery center.
-
-       sgVec3 up;
-       sgCopyVec3( up, globals->get_current_view()->get_world_up() );
-
-       double agl;
-       if ( current_aircraft.fdm_state ) {
-           agl = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
-               - scenery.cur_elev;
-       } else {
-           agl = 0.0;
-       }
-
-       // sgTrans just happens to be the
-       // vector from scenery center to the center of this tile which
-       // is what we want to calculate the distance of
-       sgVec3 to;
-       sgCopyVec3( to, sgTrans );
-       double dist = sgLengthVec3( to );
-
-       if ( general.get_glDepthBits() > 16 ) {
-           sgScaleVec3( up, 10.0 + agl / 100.0 + dist / 10000 );
-       } else {
-           sgScaleVec3( up, 10.0 + agl / 20.0 + dist / 5000 );
-       }
-       sgAddVec3( sgTrans, up );
-       lights_transform->setTransform( sgTrans );
-
-       // select which set of lights based on sun angle
-       float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
-       if ( sun_angle > 95 ) {
-           lights_brightness->select(0x04);
-       } else if ( sun_angle > 92 ) {
-           lights_brightness->select(0x02);
-       } else if ( sun_angle > 89 ) {
-           lights_brightness->select(0x01);
-       } else {
-           lights_brightness->select(0x00);
-       }
+    if ( gnd_lights_transform ) {
+        // we need to lift the lights above the terrain to avoid
+        // z-buffer fighting.  We do this based on our altitude and
+        // the distance this tile is away from scenery center.
+
+        // we expect 'up' to be a unit vector coming in, but since we
+        // modify the value of lift_vec, we need to create a local
+        // copy.
+        sgVec3 lift_vec;
+        sgCopyVec3( lift_vec, up );
+
+        double agl;
+        agl = globals->get_current_view()->getAltitudeASL_ft()
+            * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
+
+        // sgTrans just happens to be the
+        // vector from scenery center to the center of this tile which
+        // is what we want to calculate the distance of
+        sgVec3 to;
+        sgCopyVec3( to, sgTrans );
+        double dist = sgLengthVec3( to );
+
+        if ( general.get_glDepthBits() > 16 ) {
+            sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
+        } else {
+            sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
+        }
+
+        sgVec3 lt_trans;
+        sgCopyVec3( lt_trans, sgTrans );
+
+        sgAddVec3( lt_trans, lift_vec );
+        gnd_lights_transform->setTransform( lt_trans );
+
+        // select which set of lights based on sun angle
+        float sun_angle = 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);
+        }
+    }
+
+    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);
+        // }
     }
 
     // ADA
@@ -816,23 +933,19 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
     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")) {
+        // Run-time extension check.
+        if (!glutExtensionSupported("GL_EXT_point_parameters")) {
             //use lightmaps on billboarded polygons
         } else {
             // using GL_EXT_point_parameters
-               
+                
             // This part is same as ground-lights code above by Curt
-            sgVec3 up1;
-            sgCopyVec3( up1, globals->get_current_view()->get_world_up() );
+            sgVec3 lift_vec;
+            sgCopyVec3( lift_vec, up );
             
             double agl1;
-            if ( current_aircraft.fdm_state ) {
-                agl1 = current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
-                    - scenery.cur_elev;
-            } else {
-                agl1 = 0.0;
-            }
+            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
@@ -842,11 +955,11 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
             double dist1 = sgLengthVec3( to1 );
 
             if ( general.get_glDepthBits() > 16 ) {
-                sgScaleVec3( up1, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
+                sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
             } else {
-                sgScaleVec3( up1, 0.0 + agl1 / 20.0 + dist1 / 5000 );
+                sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
             }
-            sgAddVec3( sgTrans, up1 );
+            sgAddVec3( sgTrans, lift_vec );
             lightmaps_transform->setTransform( sgTrans );
 
             float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
@@ -860,7 +973,7 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
                 lightmaps_brightness->select(0x00);
                 lightmaps_sequence->select(0x000000);
             } 
-       } // end of GL_EXT_point_parameters section
+        } // end of GL_EXT_point_parameters section
 
     } // end of runway lights section
     // ADA
@@ -868,6 +981,36 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
 }
 
 
+// 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);
+    }
+#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);
+    }
+#endif
+#endif
+    return true;
+}
+
+
 ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright ) {
     // generate a repeatable random seed
     float *p1 = lights->get( 0 );
@@ -884,72 +1027,92 @@ ssgLeaf* FGTileEntry::gen_lights( ssgVertexArray *lights, int inc, float bright
 
     sgVec4 color;
     for ( int i = 0; i < lights->getNum(); ++i ) {
-       // this loop is slightly less efficient than it otherwise
-       // could be, but we want a red light to always be red, and a
-       // yellow light to always be yellow, etc. so we are trying to
-       // preserve the random sequence.
-       float zombie = sg_random();
-       if ( i % inc == 0 ) {
-           vl->add( lights->get(i) );
-
-           // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
-           float factor = sg_random();
-           factor *= factor;
-
-           if ( zombie > 0.5 ) {
-               // 50% chance of yellowish
-               sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
-           } else if ( zombie > 0.15 ) {
-               // 35% chance of whitish
-               sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
-           } else if ( zombie > 0.05 ) {
-               // 10% chance of orangish
-               sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
-           } else {
-               // 5% chance of redish
-               sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
-           }
-           cl->add( color );
-       }
+        // this loop is slightly less efficient than it otherwise
+        // could be, but we want a red light to always be red, and a
+        // yellow light to always be yellow, etc. so we are trying to
+        // preserve the random sequence.
+        float zombie = sg_random();
+        if ( i % inc == 0 ) {
+            vl->add( lights->get(i) );
+
+            // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
+            float factor = sg_random();
+            factor *= factor;
+
+            if ( zombie > 0.5 ) {
+                // 50% chance of yellowish
+                sgSetVec4( color, 0.9, 0.9, 0.3, bright - factor * 0.2 );
+            } else if ( zombie > 0.15 ) {
+                // 35% chance of whitish
+                sgSetVec4( color, 0.9, 0.9, 0.8, bright - factor * 0.2 );
+            } else if ( zombie > 0.05 ) {
+                // 10% chance of orangish
+                sgSetVec4( color, 0.9, 0.6, 0.2, bright - factor * 0.2 );
+            } else {
+                // 5% chance of redish
+                sgSetVec4( color, 0.9, 0.2, 0.2, bright - factor * 0.2 );
+            }
+            cl->add( color );
+        }
     }
 
     // create ssg leaf
     ssgLeaf *leaf = 
-       new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
+        new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
 
     // assign state
     FGNewMat *newmat = material_lib.find( "LIGHTS" );
     leaf->setState( newmat->get_state() );
+    leaf->setCallback( SSG_CALLBACK_PREDRAW, fgLightsPredraw );
+    leaf->setCallback( SSG_CALLBACK_POSTDRAW, fgLightsPostdraw );
 
     return leaf;
 }
 
 
-ssgBranch*
-FGTileEntry::obj_load( const std::string& path,
-                      ssgVertexArray* lights, bool is_base )
+bool FGTileEntry::obj_load( const std::string& path,
+                       ssgBranch* geometry,
+                       ssgBranch* rwy_lights,
+                       ssgVertexArray* ground_lights, bool is_base )
 {
-    ssgBranch* result = 0;
+    Point3D c;                  // returned center point
+    double br;                  // returned bounding radius
 
     // try loading binary format
-    result = fgBinObjLoad( path, this, lights, is_base );
-    if ( result == NULL ) {
-       // next try the older ascii format
-       result = fgAsciiObjLoad( path, this, lights, is_base );
-       if ( result == NULL ) {
-           // default to an ocean tile
-           result = fgGenTile( path, this );
-       }
+    if ( fgBinObjLoad( path, is_base,
+                       &c, &br, geometry, rwy_lights, ground_lights ) )
+    {
+        if ( is_base ) {
+            center = c;
+            bounding_radius = br;
+        }
+    } else {
+        // next try the older ascii format, this is some ugly
+        // weirdness because the ascii loader is *old* and hasn't been
+        // updated, but hopefully we can can the ascii format soon.
+        ssgBranch *tmp = fgAsciiObjLoad( path, this, ground_lights, is_base );
+        if ( tmp ) {
+            return (NULL != tmp);
+        } else {
+            // default to an ocean tile
+            if ( fgGenTile( path, tile_bucket, &c, &br, geometry ) ) {
+                center = c;
+                bounding_radius = br;
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "Warning: failed to generate ocean tile!" );
+            }
+        }
     }
 
-    return result;
+    return (NULL != geometry);
 }
 
 
 void
 FGTileEntry::load( const SGPath& base, bool is_base )
 {
-    cout << "load() base = " << base.str() << endl;
+    SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
 
     // Generate names for later use
     string index_str = tile_bucket.gen_index_str();
@@ -984,274 +1147,179 @@ FGTileEntry::load( const SGPath& base, bool is_base )
     sg_gzifstream in( stg_name.str() );
 
     if ( in.is_open() ) {
-       string token, name;
-
-       while ( ! in.eof() ) {
-           in >> token;
-
-           if ( token == "OBJECT_BASE" ) {
-               in >> name >> ::skipws;
-               SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                       << " name = " << name );
-
-               SGPath custom_path = tile_path;
-               custom_path.append( name );
-
-               ssgBranch *custom_obj
-                   = obj_load( custom_path.str(), light_pts, true );
-
-               if ( custom_obj != NULL ) {
-                   new_tile -> addKid( custom_obj );
-               }
-           } else if ( token == "OBJECT" ) {
-               in >> name >> ::skipws;
-               SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
-                       << " name = " << name );
-
-               SGPath custom_path = tile_path;
-               custom_path.append( name );
-               ssgBranch *custom_obj
-                   = obj_load( custom_path.str(), NULL, false );
-               if ( custom_obj != NULL ) {
-                   new_tile -> addKid( custom_obj );
-               }
-           } else if ( token == "OBJECT_STATIC" ) {
-               // load object info
-               double lon, lat, elev, hdg;
-               in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-               SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                       << " name = " << name 
-                       << " pos = " << lon << ", " << lat
-                       << " elevation = " << elev
-                       << " heading = " << hdg );
-
-               // object loading is deferred to main render thread,
-               // but lets figure out the paths right now.
-               SGPath custom_path = tile_path;
-               custom_path.append( name );
-
-               sgCoord obj_pos;
-               WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-               
-               ssgTransform *obj_trans = new ssgTransform;
-               obj_trans->setTransform( &obj_pos );
-
-               // wire as much of the scene graph together as we can
-               new_tile->addKid( obj_trans );
-
-               // bump up the pending models count
-               pending_models++;
-
-               // push an entry onto the model load queue
-               FGDeferredModel *dm
-                   = new FGDeferredModel( custom_path.str(), tile_path.str(),
-                                          this, obj_trans );
-               FGTileMgr::model_ready( dm );
-           } else if ( token == "OBJECT_TAXI_SIGN" ) {
-               // load object info
-               double lon, lat, elev, hdg;
-               in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-               SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                       << " name = " << name 
-                       << " pos = " << lon << ", " << lat
-                       << " elevation = " << elev
-                       << " heading = " << hdg );
-
-               // load the object itself
-               SGPath custom_path = tile_path;
-               custom_path.append( name );
-
-               sgCoord obj_pos;
-               WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-
-               ssgTransform *obj_trans = new ssgTransform;
-               obj_trans->setTransform( &obj_pos );
-
-               ssgBranch *custom_obj
-                   = gen_taxi_sign( custom_path.str(), name );
-
-               // wire the pieces together
-               if ( custom_obj != NULL ) {
-                   obj_trans -> addKid( custom_obj );
-               }
-               new_tile->addKid( obj_trans );
-           } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
-               // load object info
-               double lon, lat, elev, hdg;
-               in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-               SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                       << " name = " << name 
-                       << " pos = " << lon << ", " << lat
-                       << " elevation = " << elev
-                       << " heading = " << hdg );
-
-               // load the object itself
-               SGPath custom_path = tile_path;
-               custom_path.append( name );
-
-               sgCoord obj_pos;
-               WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-
-               ssgTransform *obj_trans = new ssgTransform;
-               obj_trans->setTransform( &obj_pos );
-
-               ssgBranch *custom_obj
-                   = gen_runway_sign( custom_path.str(), name );
-
-               // wire the pieces together
-               if ( custom_obj != NULL ) {
-                   obj_trans -> addKid( custom_obj );
-               }
-               new_tile->addKid( obj_trans );
-           } else if ( token == "RWY_LIGHTS" ) {
-               double lon, lat, hdg, len, width;
-               string common, end1, end2;
-               in >> lon >> lat >> hdg >> len >> width
-                  >> common >> end1 >> end2;
-               SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                       << " pos = " << lon << ", " << lat
-                       << " hdg = " << hdg
-                       << " size = " << len << ", " << width
-                       << " codes = " << common << " "
-                       << end1 << " " << end2 );
-           } else {
-               SG_LOG( SG_TERRAIN, SG_ALERT,
-                       "Unknown token " << token << " in "
-                       << stg_name.str() );
-               in >> ::skipws;
-           }
-       }
-    } else {
-        // no .stg file so this must be old scenery
-
-        new_tile = obj_load( basename.str(), light_pts, true );
+        string token, name;
 
-        // load custom objects
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "Checking for custom objects ..." );
+        while ( ! in.eof() ) {
+            in >> token;
 
-        SGPath index_path = tile_path;
-        index_path.append( index_str );
-        index_path.concat( ".ind" );
+            if ( token == "OBJECT_BASE" ) {
+                in >> name >> ::skipws;
+                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                        << " name = " << name );
 
-        SG_LOG( SG_TERRAIN, SG_DEBUG, "Looking in " << index_path.str() );
+                SGPath custom_path = tile_path;
+                custom_path.append( name );
 
-        sg_gzifstream in( index_path.str() );
-
-        if ( in.is_open() ) {
-            string token, name;
-
-            while ( ! in.eof() ) {
-                in >> token;
-
-                if ( token == "OBJECT" ) {
-                    in >> name >> ::skipws;
-                    SG_LOG( SG_TERRAIN, SG_DEBUG, "token = " << token
-                            << " name = " << name );
-
-                    SGPath custom_path = tile_path;
-                    custom_path.append( name );
-                    ssgBranch *custom_obj
-                        = obj_load( custom_path.str(), NULL, false );
-                    if ( (new_tile != NULL) && (custom_obj != NULL) ) {
-                        new_tile -> addKid( custom_obj );
-                    }
-                } else if ( token == "OBJECT_STATIC" ) {
-                    // load object info
-                    double lon, lat, elev, hdg;
-                    in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-                    SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                            << " name = " << name 
-                            << " pos = " << lon << ", " << lat
-                            << " elevation = " << elev
-                            << " heading = " << hdg );
-
-                    // object loading is deferred to main render thread,
-                    // but lets figure out the paths right now.
-                    SGPath custom_path = tile_path;
-                    custom_path.append( name );
-
-                    sgCoord obj_pos;
-                    WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-               
-                    ssgTransform *obj_trans = new ssgTransform;
-                    obj_trans->setTransform( &obj_pos );
-
-                    // wire as much of the scene graph together as we can
-                    new_tile->addKid( obj_trans );
-
-                    // bump up the pending models count
-                    pending_models++;
-
-                    // push an entry onto the model load queue
-                    FGDeferredModel *dm
-                        = new FGDeferredModel( custom_path.str(),
-                                               tile_path.str(),
-                                               this, obj_trans );
-                    FGTileMgr::model_ready( dm );
-                } else if ( token == "OBJECT_TAXI_SIGN" ) {
-                    // load object info
-                    double lon, lat, elev, hdg;
-                    in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
-                    SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
-                            << " name = " << name 
-                            << " pos = " << lon << ", " << lat
-                            << " elevation = " << elev
-                            << " heading = " << hdg );
-
-                    // load the object itself
-                    SGPath custom_path = tile_path;
-                    custom_path.append( name );
-
-                    sgCoord obj_pos;
-                    WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
-
-                    ssgTransform *obj_trans = new ssgTransform;
-                    obj_trans->setTransform( &obj_pos );
-
-                    ssgBranch *custom_obj
-                        = gen_taxi_sign( custom_path.str(), name );
-
-                    // wire the pieces together
-                    if ( (new_tile != NULL) && (custom_obj != NULL) ) {
-                        obj_trans -> addKid( custom_obj );
+                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;
                     }
-                    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 ( (new_tile != NULL) && (custom_obj != NULL) ) {
-                        obj_trans -> addKid( custom_obj );
+                    if ( rwy_lights -> getNumKids() > 0 ) {
+                        rwy_lights_range -> addKid( rwy_lights );
+                    } else {
+                        delete rwy_lights;
                     }
-                    new_tile->addKid( obj_trans );
                 } else {
-                    SG_LOG( SG_TERRAIN, SG_ALERT,
-                            "Unknown token " << token << " in "
-                            << index_path.str() );
-                    in >> ::skipws;
+                    delete geometry;
+                    delete rwy_lights;
                 }
-           }
-       }
+
+            } else if ( token == "OBJECT_STATIC" ||
+                        token == "OBJECT_SHARED" ) {
+                // load object info
+                double lon, lat, elev, hdg;
+                in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                        << " name = " << name 
+                        << " pos = " << lon << ", " << lat
+                        << " elevation = " << elev
+                        << " heading = " << hdg );
+
+                // object loading is deferred to main render thread,
+                // but lets figure out the paths right now.
+                SGPath custom_path;
+                if ( token == "OBJECT_STATIC" )
+                    custom_path= tile_path;
+                custom_path.append( name );
+
+                sgCoord obj_pos;
+                WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+                
+                ssgTransform *obj_trans = new ssgTransform;
+                obj_trans->setTransform( &obj_pos );
+
+                // wire as much of the scene graph together as we can
+                new_tile->addKid( obj_trans );
+
+                // bump up the pending models count
+                pending_models++;
+
+                // push an entry onto the model load queue
+                FGDeferredModel *dm
+                    = new FGDeferredModel( custom_path.str(), tile_path.str(),
+                                           this, obj_trans );
+                FGTileMgr::model_ready( dm );
+            } else if ( token == "OBJECT_TAXI_SIGN" ) {
+                // load object info
+                double lon, lat, elev, hdg;
+                in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                        << " name = " << name 
+                        << " pos = " << lon << ", " << lat
+                        << " elevation = " << elev
+                        << " heading = " << hdg );
+
+                // load the object itself
+                SGPath custom_path = tile_path;
+                custom_path.append( name );
+
+                sgCoord obj_pos;
+                WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+
+                ssgTransform *obj_trans = new ssgTransform;
+                obj_trans->setTransform( &obj_pos );
+
+                ssgBranch *custom_obj
+                    = gen_taxi_sign( custom_path.str(), name );
+
+                // wire the pieces together
+                if ( custom_obj != NULL ) {
+                    obj_trans -> addKid( custom_obj );
+                }
+                new_tile->addKid( obj_trans );
+            } else if ( token == "OBJECT_RUNWAY_SIGN" ) {
+                // load object info
+                double lon, lat, elev, hdg;
+                in >> name >> lon >> lat >> elev >> hdg >> ::skipws;
+                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                        << " name = " << name 
+                        << " pos = " << lon << ", " << lat
+                        << " elevation = " << elev
+                        << " heading = " << hdg );
+
+                // load the object itself
+                SGPath custom_path = tile_path;
+                custom_path.append( name );
+
+                sgCoord obj_pos;
+                WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );
+
+                ssgTransform *obj_trans = new ssgTransform;
+                obj_trans->setTransform( &obj_pos );
+
+                ssgBranch *custom_obj
+                    = gen_runway_sign( custom_path.str(), name );
+
+                // wire the pieces together
+                if ( custom_obj != NULL ) {
+                    obj_trans -> addKid( custom_obj );
+                }
+                new_tile->addKid( obj_trans );
+            } else if ( token == "RWY_LIGHTS" ) {
+                double lon, lat, hdg, len, width;
+                string common, end1, end2;
+                in >> lon >> lat >> hdg >> len >> width
+                   >> common >> end1 >> end2;
+                SG_LOG( SG_TERRAIN, SG_INFO, "token = " << token
+                        << " pos = " << lon << ", " << lat
+                        << " hdg = " << hdg
+                        << " size = " << len << ", " << width
+                        << " codes = " << common << " "
+                        << end1 << " " << end2 );
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "Unknown token " << token << " in "
+                        << stg_name.str() );
+                in >> ::skipws;
+            }
+        }
+    } else {
+        // no .stg file, generate an ocean tile on the fly for this
+        // area
+        ssgBranch *geometry = new ssgBranch;
+        Point3D c;
+        double br;
+        if ( fgGenTile( basename.str(), tile_bucket, &c, &br, geometry ) ) {
+            center = c;
+            bounding_radius = br;
+            new_tile -> addKid( geometry );
+        } else {
+            delete geometry;
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Warning: failed to generate ocean tile!" );
+        }
     }
 
     if ( new_tile != NULL ) {
@@ -1261,39 +1329,44 @@ FGTileEntry::load( const SGPath& base, bool is_base )
     terra_transform->addKid( terra_range );
 
     // calculate initial tile offset
-    SetOffset( scenery.center );
+    SetOffset( globals->get_scenery()->get_center() );
     sgCoord sgcoord;
     sgSetCoord( &sgcoord,
-               offset.x(), offset.y(), offset.z(),
-               0.0, 0.0, 0.0 );
+                offset.x(), offset.y(), offset.z(),
+                0.0, 0.0, 0.0 );
     terra_transform->setTransform( &sgcoord );
     // terrain->addKid( terra_transform );
 
-    lights_transform = NULL;
-    lights_range = NULL;
-    /* uncomment this section for testing ground lights */
+    // Add ground lights to scene graph if any exist
+    gnd_lights_transform = NULL;
+    gnd_lights_range = NULL;
     if ( light_pts->getNum() ) {
-       SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
-       lights_transform = new ssgTransform;
-       lights_range = new ssgRangeSelector;
-       lights_brightness = new ssgSelector;
-       ssgLeaf *lights;
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "generating lights" );
+        gnd_lights_transform = new ssgTransform;
+        gnd_lights_range = new ssgRangeSelector;
+        gnd_lights_brightness = new ssgSelector;
+        ssgLeaf *lights;
+
+        lights = gen_lights( light_pts, 4, 0.7 );
+        gnd_lights_brightness->addKid( lights );
 
-       lights = gen_lights( light_pts, 4, 0.7 );
-       lights_brightness->addKid( lights );
+        lights = gen_lights( light_pts, 2, 0.85 );
+        gnd_lights_brightness->addKid( lights );
 
-       lights = gen_lights( light_pts, 2, 0.85 );
-       lights_brightness->addKid( lights );
+        lights = gen_lights( light_pts, 1, 1.0 );
+        gnd_lights_brightness->addKid( lights );
 
-       lights = gen_lights( light_pts, 1, 1.0 );
-       lights_brightness->addKid( lights );
+        gnd_lights_range->addKid( gnd_lights_brightness );
+        gnd_lights_transform->addKid( gnd_lights_range );
+        gnd_lights_transform->setTransform( &sgcoord );
+    }
 
-       lights_range->addKid( lights_brightness );
-       lights_transform->addKid( lights_range );
-       lights_transform->setTransform( &sgcoord );
-        // ground->addKid( lights_transform );
+    // 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 );
     }
-    /* end of ground light section */
 
     // ADA
     // Create runway lights - 23 Mar 2001
@@ -1303,38 +1376,40 @@ FGTileEntry::load( const SGPath& base, bool is_base )
     //    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;
+        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_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_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 );
+        lightmaps_transform->addKid( lightmaps_sequence );
+        lightmaps_transform->setTransform( &sgcoord );
     }
     // ADA
 }
 
 
 void
-FGTileEntry::add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground )
+FGTileEntry::add_ssg_nodes( ssgBranch* terrain_branch,
+                            ssgBranch* gnd_lights_branch,
+                            ssgBranch* rwy_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->addKid( terra_transform );
+    terrain_branch->addKid( terra_transform );
 
     SG_LOG( SG_TERRAIN, SG_DEBUG,
             "connected a tile into scene graph.  terra_transform = "
@@ -1342,19 +1417,26 @@ FGTileEntry::add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground )
     SG_LOG( SG_TERRAIN, SG_DEBUG, "num parents now = "
             << terra_transform->getNumParents() );
 
-    if ( lights_transform != 0 ) {
-       // bump up the ref count so we can remove this later without
-       // having ssg try to free the memory.
-       lights_transform->ref();
-       ground->addKid( lights_transform );
+    if ( gnd_lights_transform != NULL ) {
+        // bump up the ref count so we can remove this later without
+        // having ssg try to free the memory.
+        gnd_lights_transform->ref();
+        gnd_lights_branch->addKid( gnd_lights_transform );
+    }
+
+    if ( 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 );
     }
 
     // ADA
     if ( lightmaps_transform != 0 ) {
-       // bump up the ref count so we can remove this later without
-       // having ssg try to free the memory.
-       lightmaps_transform->ref();
-       ground->addKid( lightmaps_transform );
+        // 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 );
     }
     // ADA
 
@@ -1365,78 +1447,100 @@ FGTileEntry::add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground )
 void
 FGTileEntry::disconnect_ssg_nodes()
 {
-    SG_LOG( SG_TERRAIN, SG_INFO, "disconnecting ssg nodes" );
+    SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
 
     if ( ! loaded ) {
-        SG_LOG( SG_TERRAIN, SG_INFO, "removing a not-fully loaded tile!" );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
     } else {
-        SG_LOG( SG_TERRAIN, SG_INFO, "removing a fully loaded tile!  terra_transform = " << terra_transform );
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a fully loaded tile!  terra_transform = " << terra_transform );
     }
         
     // find the terrain branch parent
     int pcount = terra_transform->getNumParents();
     if ( pcount > 0 ) {
-       // find the first parent (should only be one)
-       ssgBranch *parent = terra_transform->getParent( 0 ) ;
-       if( parent ) {
-           // disconnect the tile (we previously ref()'d it so it
-           // won't get freed now)
-           parent->removeKid( terra_transform );
-       } else {
-           SG_LOG( SG_TERRAIN, SG_ALERT,
-                   "parent pointer is NULL!  Dying" );
-           exit(-1);
-       }
+        // find the first parent (should only be one)
+        ssgBranch *parent = terra_transform->getParent( 0 ) ;
+        if( parent ) {
+            // disconnect the tile (we previously ref()'d it so it
+            // won't get freed now)
+            parent->removeKid( terra_transform );
+        } else {
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "parent pointer is NULL!  Dying" );
+            exit(-1);
+        }
     } else {
-       SG_LOG( SG_TERRAIN, SG_ALERT,
-               "Parent count is zero for an ssg tile!  Dying" );
-       exit(-1);
+        SG_LOG( SG_TERRAIN, SG_ALERT,
+                "Parent count is zero for an ssg tile!  Dying" );
+        exit(-1);
     }
 
-    // find the terrain lighting branch
-    if ( lights_transform ) {
-       pcount = lights_transform->getNumParents();
-       if ( pcount > 0 ) {
-           // find the first parent (should only be one)
-           ssgBranch *parent = lights_transform->getParent( 0 ) ;
-           if( parent ) {
-               // disconnect the light branch (we previously ref()'d
-               // it so it won't get freed now)
-               parent->removeKid( lights_transform );
-           } else {
-               SG_LOG( SG_TERRAIN, SG_ALERT,
-                       "parent pointer is NULL!  Dying" );
-               exit(-1);
-           }
-       } else {
-           SG_LOG( SG_TERRAIN, SG_ALERT,
-                   "Parent count is zero for an ssg light tile!  Dying" );
-           exit(-1);
-       }
+    // find the ground lighting branch
+    if ( gnd_lights_transform ) {
+        pcount = gnd_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeKid( gnd_lights_transform );
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "parent pointer is NULL!  Dying" );
+                exit(-1);
+            }
+        } else {
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Parent count is zero for an ssg light tile!  Dying" );
+            exit(-1);
+        }
+    }
+
+    // find the runway lighting branch
+    if ( rwy_lights_transform ) {
+        pcount = rwy_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            ssgBranch *parent = rwy_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeKid( rwy_lights_transform );
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "parent pointer is NULL!  Dying" );
+                exit(-1);
+            }
+        } else {
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Parent count is zero for an ssg light tile!  Dying" );
+            exit(-1);
+        }
     }
 
     // ADA
     //runway lights - 23 Mar 2001
     // Delete runway lights and free memory
     if ( lightmaps_transform ) {
-       // delete the runway lighting branch
-       pcount = lightmaps_transform->getNumParents();
-       if ( pcount > 0 ) {
-           // find the first parent (should only be one)
-           ssgBranch *parent = lightmaps_transform->getParent( 0 ) ;
-           if( parent ) {
-               parent->removeKid( lightmaps_transform );
-               lightmaps_transform = NULL;
-           } else {
-               SG_LOG( SG_TERRAIN, SG_ALERT,
-                       "lightmaps parent pointer is NULL!  Dying" );
-               exit(-1);
-           }
-       } else {
-           SG_LOG( SG_TERRAIN, SG_ALERT,
-                   "Parent count is zero for an ssg lightmap tile!  Dying" );
-           exit(-1);
-       }
+        // 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);
+        }
     }
     // ADA
 }