]> 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 c4af8ca54456e8c44d452267f0bacaaf626db672..f1de66b594518a49f4946292ca38e82e3ba4451c 100644 (file)
@@ -1,8 +1,8 @@
-// tile.cxx -- routines to handle a scenery tile
+// tileentry.cxx -- routines to handle a scenery tile
 //
 // Written by Curtis Olson, started May 1998.
 //
-// Copyright (C) 1998, 1999  Curtis L. Olson  - curt@flightgear.org
+// Copyright (C) 1998 - 2001  Curtis L. Olson  - curt@flightgear.org
 //
 // This program is free software; you can redistribute it and/or
 // modify it under the terms of the GNU General Public License as
 // $Id$
 
 
-#include <Include/compiler.h>
-
-#ifdef FG_MATH_EXCEPTION_CLASH
-#  include <math.h>
+#ifdef HAVE_CONFIG_H
+#  include <config.h>
 #endif
 
-#include STL_FUNCTIONAL
-#include STL_ALGORITHM
+#include <simgear/compiler.h>
 
-#include <Debug/logstream.hxx>
-#include <Bucket/newbucket.hxx>
+#include <simgear/bucket/newbucket.hxx>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/misc/sgstream.hxx>
 
-#include "tileentry.hxx"
+#include <Aircraft/aircraft.hxx>
+#include <Include/general.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>
 
-FG_USING_STD(for_each);
-FG_USING_STD(mem_fun_ref);
+#include "tileentry.hxx"
+#include "tilemgr.hxx"
 
 
 // Constructor
-FGTileEntry::FGTileEntry ( void )
-    : ncount(0),
-      state(Unused),
-      vtlist(NULL),
-      vnlist(NULL),
-      tclist(NULL)
+FGTileEntry::FGTileEntry ( const SGBucket& b )
+    : ncount( 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 ),
+      loaded(false),
+      pending_models(0),
+      free_tracker(0)
 {
     nodes.clear();
+
+    // update the contents
+    // if ( vec3_ptrs.size() || vec2_ptrs.size() || index_ptrs.size() ) {
+    //     SG_LOG( SG_TERRAIN, SG_ALERT, 
+    //             "Attempting to overwrite existing or"
+    //             << " not properly freed leaf data." );
+    //     exit(-1);
+    // }
 }
 
 
 // Destructor
-FGTileEntry::~FGTileEntry ( void ) {
+FGTileEntry::~FGTileEntry () {
     // cout << "nodes = " << nodes.size() << endl;;
     // delete[] nodes;
 }
 
 
-// Step through the fragment list, deleting the display list, then the
-// fragment, until the list is empty.  Also delete the arrays used by
+#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,
+                             double lon, double elev, double hdg )
+{
+    double lon_rad = lon * SGD_DEGREES_TO_RADIANS;
+    double lat_rad = lat * SGD_DEGREES_TO_RADIANS;
+    double hdg_rad = hdg * SGD_DEGREES_TO_RADIANS;
+
+    // setup transforms
+    Point3D geod( lon_rad, lat_rad, elev );
+        
+    Point3D world_pos = sgGeodToCart( geod );
+    Point3D offset = world_pos - center;
+
+    sgMat4 mat;
+
+    SGfloat sin_lat = (SGfloat)sin( lat_rad );
+    SGfloat cos_lat = (SGfloat)cos( lat_rad );
+    SGfloat cos_lon = (SGfloat)cos( lon_rad );
+    SGfloat sin_lon = (SGfloat)sin( lon_rad );
+    SGfloat sin_hdg = (SGfloat)sin( hdg_rad ) ;
+    SGfloat cos_hdg = (SGfloat)cos( hdg_rad ) ;
+
+    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[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[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][3] =  SG_ZERO;
+
+    mat[3][0] = offset.x();
+    mat[3][1] = offset.y();
+    mat[3][2] = offset.z();
+    mat[3][3] = SG_ONE ;
+
+    sgSetCoord( obj_pos, mat );
+}
+
+
+// recurse an ssg tree and call removeKid() 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);
+        }
+
+        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;
+
+    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--;
+            }
+        }
+    }
+
+    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
+bool FGTileEntry::free_tile() {
+    int i;
+    int delete_size = 100;
+    SG_LOG( SG_TERRAIN, SG_DEBUG,
+            "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 ) {
+            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;
+    }
+
+    SG_LOG( SG_TERRAIN, SG_DEBUG, "(end) free_tracker = " << free_tracker );
+
+    // 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, sgVec3 up, float vis) {
+    if ( !loaded ) return;
+
+    SetOffset( p );
+
+// #define USE_UP_AND_COMING_PLIB_FEATURE
+#ifdef USE_UP_AND_COMING_PLIB_FEATURE
+    terra_range->setRange( 0, SG_ZERO );
+    terra_range->setRange( 1, vis + bounding_radius );
+    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 );
+    }
+#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.
+
+        // 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
+    // Transform & Render runway lights - 23 Mar 2001
+    sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() );
+    if ( lightmaps_transform ) {
+        static unsigned int selectnode = 0;
+        // Run-time extension check.
+        if (!glutExtensionSupported("GL_EXT_point_parameters")) {
+            //use lightmaps on billboarded polygons
+        } else {
+            // using GL_EXT_point_parameters
+                
+            // This part is same as ground-lights code above by Curt
+            sgVec3 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
+
+    } // end of runway lights section
+    // ADA
+
+}
+
+
+// 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 );
+    unsigned int *seed = (unsigned int *)p1;
+    sg_srandom( *seed );
+
+    int size = lights->getNum() / inc;
+
+    // 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 );
+        }
+    }
+
+    // create ssg leaf
+    ssgLeaf *leaf = 
+        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;
+}
+
+
+bool FGTileEntry::obj_load( const std::string& path,
+                       ssgBranch* geometry,
+                       ssgBranch* rwy_lights,
+                       ssgVertexArray* ground_lights, bool is_base )
+{
+    Point3D c;                  // returned center point
+    double br;                  // returned bounding radius
+
+    // try loading binary format
+    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 (NULL != geometry);
+}
+
+
 void
-FGTileEntry::free_tile()
+FGTileEntry::load( const SGPath& base, bool is_base )
 {
-    FG_LOG( FG_TERRAIN, FG_DEBUG,
-           "FREEING TILE = (" << tile_bucket << ")" );
-
-    // mark tile unused
-    mark_unused();
-
-    // delete fragment list and node list
-    FG_LOG( FG_TERRAIN, FG_DEBUG,
-           "  deleting " << fragment_list.size() << " fragments" );
-    fragment_list.clear();
-    FG_LOG( FG_TERRAIN, FG_DEBUG,
-           "  deleting " << nodes.size() << " nodes" );
-    nodes.clear();
+    SG_LOG( SG_TERRAIN, SG_INFO, "load() base = " << base.str() );
+
+    // Generate names for later use
+    string index_str = tile_bucket.gen_index_str();
+
+    SGPath tile_path = base;
+    tile_path.append( tile_bucket.gen_base_path() );
+
+    SGPath basename = tile_path;
+    basename.append( index_str );
+    // string path = basename.str();
+
+    SG_LOG( SG_TERRAIN, SG_INFO, "Loading tile " << basename.str() );
+
+#define FG_MAX_LIGHTS 1000
 
-    // delete the ssg structures
-    FG_LOG( FG_TERRAIN, FG_DEBUG,
-           "  deleting vertex, normal, and texture coordinate arrays" );
-    FG_LOG( FG_TERRAIN, FG_DEBUG,
-           "    deleting vertex array" );
-    if ( vtlist != NULL ) {
-       delete vtlist;
+    // 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" ||
+                        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!" );
+        }
     }
-    FG_LOG( FG_TERRAIN, FG_DEBUG,
-           "    deleting normal array" );
-    if ( vnlist != NULL ) {
-       delete vnlist;
+
+    if ( new_tile != NULL ) {
+        terra_range->addKid( new_tile );
     }
-    FG_LOG( FG_TERRAIN, FG_DEBUG,
-           "    deleting texture coordinate array" );
-    if ( tclist != NULL ) {
-       delete tclist;
+
+    terra_transform->addKid( terra_range );
+
+    // 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 );
+
+    // 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;
+
+        lights = gen_lights( light_pts, 4, 0.7 );
+        gnd_lights_brightness->addKid( lights );
+
+        lights = gen_lights( light_pts, 2, 0.85 );
+        gnd_lights_brightness->addKid( lights );
+
+        lights = gen_lights( light_pts, 1, 1.0 );
+        gnd_lights_brightness->addKid( lights );
+
+        gnd_lights_range->addKid( gnd_lights_brightness );
+        gnd_lights_transform->addKid( gnd_lights_range );
+        gnd_lights_transform->setTransform( &sgcoord );
     }
 
-    // delete the ssg branch
+    // 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 );
+    }
 
-    // make sure we have a sane number of parents
-    int pcount = select_ptr->getNumParents();
-    if ( pcount > 0 ) {
-       // find the first parent (should only be one)
-       ssgBranch *parent = select_ptr->getParent( 0 ) ;
-       // find the number of kids this parent has
-       int kcount = parent->getNumKids();
-       // find the kid that matches our original select_ptr
-       bool found_kid = false;
-       for ( int i = 0; i < kcount; ++i ) {
-           ssgEntity *kid = parent->getKid( i );
-           if ( kid == select_ptr ) {
-               FG_LOG( FG_TERRAIN, FG_DEBUG,
-                       "Found a kid to delete " << kid);
-               found_kid = true;
-           }
-       }
-       if ( ! found_kid ) {
-           FG_LOG( FG_TERRAIN, FG_ALERT,
-                   "Couldn't find the kid to delete!  Dying" );
-           exit(-1);
-       }
+    // 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 );
+    }
+    // ADA
+}
+
+
+void
+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_branch->addKid( terra_transform );
+
+    SG_LOG( SG_TERRAIN, SG_DEBUG,
+            "connected a tile into scene graph.  terra_transform = "
+            << terra_transform );
+    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 ( 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();
+        gnd_lights_branch->addKid( lightmaps_transform );
+    }
+    // ADA
+
+    loaded = true;
+}
+
+
+void
+FGTileEntry::disconnect_ssg_nodes()
+{
+    SG_LOG( SG_TERRAIN, SG_DEBUG, "disconnecting ssg nodes" );
+
+    if ( ! loaded ) {
+        SG_LOG( SG_TERRAIN, SG_DEBUG, "removing a not-fully loaded tile!" );
     } else {
-       FG_LOG( FG_TERRAIN, FG_ALERT,
-               "Parent count is zero for an ssg tile!  Dying" );
-       exit(-1);
-    }
-}
-
-
-// when a tile is still in the cache, but not in the immediate draw
-// list, it can still remain in the scene graph, but we use a range
-// selector to disable it from ever being drawn.
-void 
-FGTileEntry::ssg_disable() {
-    // cout << "TILE STATE = " << state << endl;
-    if ( state == Scheduled_for_use ) {
-       state = Scheduled_for_cache;
-    } else if ( state == Scheduled_for_cache ) {
-       // do nothing
-    } else if ( (state == Loaded) || (state == Cached) ) {
-       state = Cached;
-       // cout << "DISABLING SSG NODE" << endl;
-       select_ptr->select(0);
+        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);
+        }
     } else {
-       FG_LOG( FG_TERRAIN, FG_ALERT,
-               "Trying to disable an unused tile!  Dying" );
-       exit(-1);
-    }  
-    // cout << "TILE STATE = " << state << endl;
+        SG_LOG( SG_TERRAIN, SG_ALERT,
+                "Parent count is zero for an ssg tile!  Dying" );
+        exit(-1);
+    }
+
+    // find the ground lighting branch
+    if ( gnd_lights_transform ) {
+        pcount = gnd_lights_transform->getNumParents();
+        if ( pcount > 0 ) {
+            // find the first parent (should only be one)
+            ssgBranch *parent = gnd_lights_transform->getParent( 0 ) ;
+            if( parent ) {
+                // disconnect the light branch (we previously ref()'d
+                // it so it won't get freed now)
+                parent->removeKid( gnd_lights_transform );
+            } else {
+                SG_LOG( SG_TERRAIN, SG_ALERT,
+                        "parent pointer is NULL!  Dying" );
+                exit(-1);
+            }
+        } else {
+            SG_LOG( SG_TERRAIN, SG_ALERT,
+                    "Parent count is zero for an ssg light tile!  Dying" );
+            exit(-1);
+        }
+    }
+
+    // find the 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);
+        }
+    }
+    // ADA
 }