Index: /branches/playability/src/world_entities/effects/wobblegrid.cc
===================================================================
--- /branches/playability/src/world_entities/effects/wobblegrid.cc	(revision 10155)
+++ /branches/playability/src/world_entities/effects/wobblegrid.cc	(revision 10156)
@@ -89,7 +89,6 @@
 
   this->grid  = new Grid( this->size, this->size, this->subdivision, this->subdivision);
-  for (int i = 0; i < 25; i++)
-    PRINTF(0)("Coordinate %i: %f,%f\n",i,this->grid->vertex(i).x,this->grid->vertex(i).z);
   this->angularSpeed = M_PI; //180;
+  this->setModel(this->grid);
 }
 
@@ -145,4 +144,15 @@
   }
   //this->grid->finalize();
+
+  Vector view = this->getAbsCoor() - State::getCameraNode()->getAbsCoor();
+  view.normalize();
+
+  Vector up = Vector(0, 1, 0);
+  Vector h = up.cross(view);
+  up = h.cross(view);
+
+  Quaternion dir = Quaternion::lookAt( this->getAbsCoor(), this->getAbsCoor() + up, view);
+  this->setAbsDir(dir);
+
 }
 
@@ -153,4 +163,10 @@
 void Wobblegrid::draw() const
 {
+
+//   this->material->select();
+//   WorldEntity::draw();
+//   return;
+
+
   if( !this->isVisible())
     return;
@@ -160,4 +176,5 @@
   glDisable(GL_FOG);
 
+  glMatrixMode(GL_MODELVIEW);
   glPushMatrix();
 
@@ -166,64 +183,15 @@
   this->material->select();
 
-  const PNode* camera = State::getCameraNode();  //!< @todo MUST be different
-  Vector cameraPos = camera->getAbsCoor();
-  Vector cameraTargetPos = State::getCameraTargetNode()->getAbsCoor();
-  Vector view = cameraTargetPos - cameraPos;
-
-
-  Vector up = Vector(0, 1, 0);
-  up = camera->getAbsDir().apply(up);
-  Vector h = up.cross(view);
-  Vector v = h.cross(view);
-  h.normalize();
-  v.normalize();
-
-  float rangle  = acosf(v.dot(view)/view.len());
-
-  v *= size;
-  h *= size;
-
-//v += this->getAbsCoor();
-    //PRINTF(0)("sizeX: %f sizeZ: %f\n", sizeX, sizeZ);
-  /*int xone = 0;
-  int zone = 0;
   
-  glBegin(GL_QUADS);
-
-  for( int z=0; z<4; z++)
-  {
-    for( int x=0; x<4; x++)
-    {
-      xone = x + 1;
-      zone = z + 1;
-      glTexCoord2f(x*.25f,z*.25f);
-      glVertex3f( this->getAbsCoor().x + this->grid[z][x].x*this->sizeX2 - h.x - v.x,
-                  this->getAbsCoor().y - h.y - v.y,
-                  this->getAbsCoor().z + this->grid[z][x].z*this->sizeZ2 - h.z - v.z);
-
-      glTexCoord2f(x*.25f,zone*.25f);
-      glVertex3f( this->getAbsCoor().x + this->grid[zone][x].x*this->sizeX2 - h.x - v.x,
-                  this->getAbsCoor().y - h.y - v.y,
-                  this->getAbsCoor().z + this->grid[zone][x].z*this->sizeZ2 - h.z - v.z);
-
-      glTexCoord2f(xone*.25f,zone*.25f);
-      glVertex3f( this->getAbsCoor().x + this->grid[zone][xone].x*this->sizeX2 - h.x - v.x,
-                  this->getAbsCoor().y - h.y - v.y,
-                  this->getAbsCoor().z + this->grid[zone][xone].z*this->sizeZ2 - h.z - v.z);
-
-      glTexCoord2f(xone*.25f,z*.25f);
-      glVertex3f( this->getAbsCoor().x + this->grid[z][xone].x*this->sizeX2 - h.x - v.x,
-                  this->getAbsCoor().y - h.y - v.y,
-                  this->getAbsCoor().z + this->grid[z][xone].z*this->sizeZ2 - h.z - v.z);
-    }
-  }
-  glEnd();*/
   glTranslatef (this->getAbsCoor ().x,
                   this->getAbsCoor ().y,
                   this->getAbsCoor ().z);
-  //Vector tmpRot = this->getAbsDir().getSpacialAxis();
-  glRotatef (rangle, view.x, view.y, view.z );
+
+  Vector tmpRot = this->getAbsDir().getSpacialAxis();
+  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
+
+  //Quaternion  dir = Quaternion(this->getAbsDir().getSpacialAxisAngle(),view);
+  //this->setAbsDir(dir);
   //glRotatef(this->angle, 0.0, 0.0, 1.0);
-
   this->grid->draw();
 
Index: /branches/playability/src/world_entities/space_ships/space_ship.cc
===================================================================
--- /branches/playability/src/world_entities/space_ships/space_ship.cc	(revision 10155)
+++ /branches/playability/src/world_entities/space_ships/space_ship.cc	(revision 10156)
@@ -358,13 +358,13 @@
 
   
-  this->trail = new Trail( 30, 100, .2, this);
+  this->trail = new Trail( 10, 10, .2, this);
   //this->trail->setParent( this);
   this->trail->setTexture( "maps/engine.png");
 
-  this->trailL = new Trail( 30, 100, .2, this);
+  this->trailL = new Trail( 10, 10, .2, this);
   //this->trailL->setParent( this);
   this->trailL->setTexture( "maps/engine.png");
 
-  this->trailR = new Trail( 30, 100, .2, this);
+  this->trailR = new Trail( 10, 10, .2, this);
   //this->trailR->setParent( this);
   this->trailR->setTexture( "maps/engine.png");
@@ -374,5 +374,5 @@
 
   //FIXME Just testaddition to show the wobblegrid
-  Wobblegrid* test  = new Wobblegrid(5);
+  this->test  = new Wobblegrid(5);
   test->setTexture("maps/fichte_ast6.tga");
   
@@ -491,5 +491,5 @@
 {
   // Playable::tick(time);$
-
+  this->test->tick(time);
   // Own Tick Setup, as a different fire routine is used on the weapon manager
   this->weaponMan.tick(time);
Index: /branches/playability/src/world_entities/space_ships/space_ship.h
===================================================================
--- /branches/playability/src/world_entities/space_ships/space_ship.h	(revision 10155)
+++ /branches/playability/src/world_entities/space_ships/space_ship.h	(revision 10156)
@@ -20,4 +20,5 @@
 class ParticleSystem;
 class Trail;
+class Wobblegrid;
 
 class SpaceShip : public Playable
@@ -199,4 +200,6 @@
     Trail*                trailR;              //!< Burst trail
 
+    Wobblegrid*           test;
+
 };
 
