//-----------------------------------------------------------------------
void PagingLandScapePageManager::updateLoadedPages()
{
  // Make any pending updates to the calculated frustum
  mCurrentcam->updateView();

  const Vector3 pos(mCurrentcam->getDerivedPosition().x, 127.0f, mCurrentcam->getDerivedPosition().z);

  for (PagingLandScapePageList::iterator it = mLoadedPages.begin(); it != mLoadedPages.end(); ++it) {
    PagingLandScapePage* p = (*it);

    unsigned int x, z;
    p->getCoordinates(x, z);
    if ((z >= mCurrentcam->mIniZ) && (z <= mCurrentcam->mFinZ) && (x >= mCurrentcam->mIniX) && (x <= mCurrentcam->mFinX)) {
      // inform pages that they are near Camera on next render.
      if (p->notify(pos, mCurrentcam)) {
        // get pages that need modification and are visible..
        PagingLandScapeTexture* tex = mTexture->getTexture(x, z);
        assert(tex);

      }
    } else {
      // hide page not visible by this Camera
      p->show(false);
    }
  }

  // reset state variable
  mOptions->lightmoved = false;
}
        //-----------------------------------------------------------------------
		// Set the current page.  Must be called before Update().
		void SetPage( const PagingLandScapePage* page )
		{
			page_ = page;
			if( page_ && page_->isLoaded() )
			{
				page_->getCoordinates( pageX_, pageZ_ );
				pageData_ = dataMgr_->getData2D( pageX_, pageZ_, false );
			}
        }
        //-----------------------------------------------------------------------
		// Returns true if the vertex is included, or false if it is removed
		// by LOD. Requires local page coordinates.
		bool GetWorldVertex( int localPageX, int localPageZ, Vector3& vertex )
		{
			UpdateWithLocalPage( localPageX, localPageZ );
			bool included = ( renderLevel_.Floor( localPageX ) == localPageX &&
							  renderLevel_.Floor( localPageZ ) == localPageZ );
			if( page_ && page_->isLoaded() && pageData_ )
			{
				// TODO:  Do we really need to include the real data when the vertex
				// has been removed by lod? Or can we just stuff a dummy result in
				// here to fill out the array?
				vertex.y = pageData_->getHeight( localPageX, localPageZ );
				page_->getCoordinates( pageX_, pageZ_ );	
				vertex.x = PageToWorld( pageX_, localPageX, scale_.x, maxUnScaledX_, pageSize_ );
				vertex.z = PageToWorld( pageZ_, localPageZ, scale_.z, maxUnScaledZ_, pageSize_ );
			}
			return included;
        }