ssgBranch *new_tile = fgObjLoad( tile_path.str(), &tile_cache[index] );
tile_cache[index].branch_ptr = new ssgTransform;
tile_cache[index].branch_ptr->addKid( new_tile );
- tile_cache[index].branch_ptr->addKid( penguin );
+ // tile_cache[index].branch_ptr->addKid( penguin );
terrain->addKid( tile_cache[index].branch_ptr );
// cout << " ncount before = " << tile_cache[index].ncount << "\n";