Index: trunk/tests/md2_test/md2_test.cc
===================================================================
--- trunk/tests/md2_test/md2_test.cc	(revision 189)
+++ trunk/tests/md2_test/md2_test.cc	(revision 189)
@@ -0,0 +1,249 @@
+#include <nv/common.hh>
+#include <iomanip>
+#include <nv/gfx/keyframed_mesh.hh>
+#include <nv/interface/vertex_buffer.hh>
+#include <nv/gl/gl_device.hh>
+#include <nv/gfx/image.hh>
+#include <nv/interface/context.hh>
+#include <nv/interface/window.hh>
+#include <nv/interface/program.hh>
+#include <nv/interface/texture2d.hh>
+#include <nv/interface/mesh_loader.hh>
+#include <nv/io/c_file_system.hh>
+#include <nv/formats/md2_loader.hh>
+#include <nv/profiler.hh>
+#include <nv/logging.hh>
+#include <nv/logger.hh>
+#include <nv/math.hh>
+#include <nv/time.hh>
+#include <nv/string.hh>
+#include <nv/types.hh>
+#include <nv/interface/mesh.hh>
+#include <glm/gtx/rotate_vector.hpp>
+#include <glm/gtc/matrix_access.hpp>
+#include <glm/gtx/matrix_interpolation.hpp>
+
+class mesh_part
+{
+public:
+	mesh_part( const std::string& path, nv::program* program, nv::window* window )
+	{
+		NV_PROFILE("mesh_construct");
+		nv::md2_loader* loader;
+		{
+			NV_PROFILE("loader->load");
+			nv::c_file_system fs;
+			nv::stream* mesh_file = fs.open( path.c_str() );
+			loader = new nv::md2_loader();
+			loader->load( *mesh_file );
+			delete mesh_file;
+		}
+
+		{
+			NV_PROFILE("create_mesh_data");
+			m_mesh_data = new nv::keyframed_mesh_data( loader );
+		}
+		delete loader;
+
+		{
+			NV_PROFILE("create_mesh");
+			m_mesh      = new nv::keyframed_mesh( window->get_context(), m_mesh_data, program );
+		}
+
+	}
+
+	void setup_animation( nv::uint32 start, nv::uint32 stop, nv::uint32 fps, bool loop )
+	{
+		m_mesh->setup_animation( start, stop, fps, loop );
+	}
+
+	void update( nv::uint32 ms )
+	{
+		m_mesh->update( ms );
+	}
+
+	size_t get_max_frames()
+	{
+		return m_mesh->get_max_frames();
+	}
+
+	void draw( nv::render_state& rstate, const glm::mat4& m, const glm::mat4& v, const glm::mat4& p )
+	{
+		NV_PROFILE( "mesh-draw" );
+		glm::mat4 mv = v * m;
+		m_mesh->get_program()->set_opt_uniform( "nv_m_modelview", mv );
+		m_mesh->get_program()->set_opt_uniform( "nv_m_normal", glm::transpose(glm::inverse(glm::mat3(mv))) );
+		m_mesh->get_program()->set_uniform( "matrix_mvp", p * mv );
+		m_mesh->draw( rstate );
+	}
+
+	~mesh_part()
+	{
+		delete m_mesh_data;
+		delete m_mesh;
+	}
+
+private:
+	nv::keyframed_mesh_data* m_mesh_data;
+	nv::keyframed_mesh*      m_mesh;
+};
+
+class application
+{
+public:
+	application();
+	bool initialize();
+	bool run();
+	~application();
+protected:
+	nv::device*       m_device;
+	nv::window*       m_window;
+	nv::texture2d*    m_diffuse;
+	nv::clear_state   m_clear_state;
+	nv::render_state  m_render_state;
+
+	mesh_part*   m_mesh;
+	nv::program* m_program;
+};
+
+application::application()
+{
+	NV_PROFILE( "app_construct" );
+	m_device = new nv::gl_device();
+	m_window = m_device->create_window( 800, 600 );
+
+	nv::sampler sampler( nv::sampler::LINEAR, nv::sampler::REPEAT );
+	nv::image_data* data = m_device->create_image_data( "data/manc.png" );
+	m_diffuse  = m_device->create_texture2d( data->get_size(), nv::RGB, nv::UBYTE, sampler, (void*)data->get_data() );
+	delete data;
+
+	m_clear_state.buffers = nv::clear_state::COLOR_AND_DEPTH_BUFFER;
+	m_render_state.depth_test.enabled = true;
+	m_render_state.culling.enabled    = true;
+	m_render_state.blending.enabled   = false;
+	m_render_state.blending.src_rgb_factor   = nv::blending::SRC_ALPHA;
+	m_render_state.blending.dst_rgb_factor   = nv::blending::ONE_MINUS_SRC_ALPHA;
+	m_render_state.blending.src_alpha_factor = nv::blending::SRC_ALPHA;
+	m_render_state.blending.dst_alpha_factor = nv::blending::ONE_MINUS_SRC_ALPHA;
+}
+
+bool application::initialize()
+{
+	NV_PROFILE( "app_initialize" );
+	m_program = m_device->create_program( nv::slurp( "obj.vert" ), nv::slurp( "obj.frag" ) );
+	m_mesh    = new mesh_part( "data/manc.md2", m_program, m_window );
+	return true;
+}
+
+bool application::run()
+{
+	nv::profiler::pointer()->log_report(); 
+	NV_PROFILE( "app_run" );
+	int keypress = 0;
+
+	glm::vec3 move( 0, 25.f, 0 );
+
+	nv::uint32 ticks   = m_device->get_ticks();
+	nv::uint32 last_ticks;
+	nv::fps_counter_class< nv::system_us_timer > fps_counter;
+
+	m_mesh->setup_animation( 0, m_mesh->get_max_frames(), 2, true );
+
+	while(!keypress) 
+	{
+		last_ticks = ticks;
+		ticks      = m_device->get_ticks();
+		nv::uint32 elapsed = ticks - last_ticks;
+		m_mesh->update( elapsed );
+		{
+			NV_PROFILE( "clear" );
+			m_window->get_context()->clear( m_clear_state );
+		}
+
+		glm::mat4 view;
+		glm::mat4 projection;
+		{
+			NV_PROFILE( "update_sh" );
+
+			glm::vec3 source( 100.0f, 0.0f, 0.0f );
+			glm::vec3 eye = glm::rotate( source, (ticks / 20.f), glm::vec3( 0.0,1.0,0.0 ) );
+
+			view       = glm::lookAt(eye + move, glm::vec3(0.0f, 0.0f, 0.0f) + move, glm::vec3(0.0, 1.0, 0.0));
+			projection = glm::perspective(60.0f, 1.0f*800.0f/600.0f, 0.1f, 1000.0f);
+
+			m_diffuse->bind( 0 );
+			m_program->set_opt_uniform( "nv_m_projection", projection );
+			m_program->set_uniform( "light_position", glm::vec3(120.0, 120.0, 0) );
+			m_program->set_uniform( "light_diffuse",  glm::vec4(1.0,1.0,1.0,1.0) );
+			m_program->set_uniform( "light_specular", glm::vec4(1.0,1.0,1.0,1.0) );
+			m_program->set_uniform( "diffuse", 0 );
+		}
+
+		{
+			NV_PROFILE( "draw" );
+			glm::mat4 model      = glm::mat4(1.0f);
+			m_mesh->draw( m_render_state, model, view, projection );
+		}
+
+		{
+			NV_PROFILE( "swap" );
+			m_window->swap_buffers();
+		}
+
+		{
+			NV_PROFILE( "pollevent" );
+			nv::io_event event;
+			while(m_window->poll_event(event)) 
+			{      
+				switch (event.type) 
+				{
+				case nv::EV_QUIT:
+					keypress = 1;
+					break;
+				case nv::EV_KEY:
+					if (event.key.pressed)
+					{
+						switch (event.key.code) 
+						{
+						case nv::KEY_ESCAPE : keypress = 1; break;
+						case nv::KEY_F1 : nv::profiler::pointer()->log_report(); break;
+						default: break;
+						}
+					}
+					break;
+				default: break;
+				}
+			}
+		}
+		fps_counter.tick();
+	}
+	return true;
+}
+
+application::~application()
+{
+	delete m_program;
+	delete m_mesh;
+	delete m_diffuse;
+	delete m_window;
+	delete m_device;
+}
+
+
+int main(int, char* [])
+{
+	nv::logger log(nv::LOG_TRACE);
+	log.add_sink( new nv::log_file_sink("log.txt"), nv::LOG_TRACE );
+	log.add_sink( new nv::log_console_sink(), nv::LOG_TRACE );
+	
+	NV_LOG( nv::LOG_NOTICE, "Logging started" );
+	application app;
+	if ( app.initialize() )
+	{
+		app.run();
+	}
+	NV_LOG( nv::LOG_NOTICE, "Logging stopped" );
+
+	return 0;
+}
+
Index: trunk/tests/md2_test/md2_test.lua
===================================================================
--- trunk/tests/md2_test/md2_test.lua	(revision 189)
+++ trunk/tests/md2_test/md2_test.lua	(revision 189)
@@ -0,0 +1,8 @@
+-- md2 load test project definition
+project "md2_test"
+	kind "ConsoleApp"
+	files { "md2_test.cc" }
+	includedirs { "../../" }
+	targetname "md2_test"
+	links { "nv" }
+ 
Index: trunk/tests/md2_test/obj.frag
===================================================================
--- trunk/tests/md2_test/obj.frag	(revision 189)
+++ trunk/tests/md2_test/obj.frag	(revision 189)
@@ -0,0 +1,34 @@
+#version 120
+
+uniform sampler2D diffuse;
+uniform vec4 light_diffuse;
+uniform vec4 light_specular;
+
+varying vec2 v_texcoord;
+varying vec3 v_normal;
+varying vec3 v_light_vector;
+varying vec3 v_view_vector;
+ 
+void main(void) {
+	vec3 nnormal         = normalize( v_normal );
+	vec3 nlight_vector   = normalize( v_light_vector );
+	vec3 nview_vector    = normalize( v_view_vector );
+	vec3 nreflect_vector = reflect( -nlight_vector, nnormal );
+
+	float specular_value = clamp( dot( nreflect_vector, nview_vector ), 0.0, 1.0 );
+	specular_value       = pow( specular_value, 6.0 );
+	float diffuse_value  = max( dot( nlight_vector, nnormal ), 0.0 );
+
+	vec3 diff_texel      = vec3( texture2D( diffuse, v_texcoord ) );	
+	
+	float final_specular = specular_value * 0.2;
+	float final_diffuse  = diffuse_value * 0.5;
+	float final_ambient  = 0.3;
+
+	vec3 ambient_color   = final_ambient * diff_texel;
+	vec3 diffuse_color   = light_diffuse.xyz * final_diffuse * diff_texel;
+	vec3 specular_color  = light_specular.xyz * final_specular;
+
+	gl_FragColor = vec4( ambient_color + diffuse_color + specular_color, 1.0 );
+//	gl_FragColor = vec4( diff_texel, 1.0 );
+}
Index: trunk/tests/md2_test/obj.vert
===================================================================
--- trunk/tests/md2_test/obj.vert	(revision 189)
+++ trunk/tests/md2_test/obj.vert	(revision 189)
@@ -0,0 +1,30 @@
+#version 120
+
+attribute vec2 nv_texcoord;
+attribute vec3 nv_position;
+attribute vec3 nv_normal;
+attribute vec3 nv_next_position;
+attribute vec3 nv_next_normal;
+
+varying vec3 v_normal;
+varying vec3 v_light_vector;
+varying vec3 v_view_vector;
+varying vec2 v_texcoord;
+
+uniform mat4 matrix_mvp;
+uniform mat4 nv_m_modelview;
+uniform mat4 nv_m_projection;
+uniform mat3 nv_m_normal;
+uniform float nv_interpolate;
+uniform vec3 light_position;
+
+void main(void) {
+	vec4 vertex     = vec4( mix( nv_position, nv_next_position, nv_interpolate ), 1.0 );
+	vec3 eye_pos    = vec3( nv_m_modelview * vertex );
+	v_normal        = normalize( nv_m_normal * mix( nv_normal, nv_next_normal, nv_interpolate ) );
+	v_light_vector  = vec3( normalize( light_position - eye_pos ) );
+	v_view_vector   = vec3( normalize( -eye_pos ) );
+
+	v_texcoord      = nv_texcoord;
+	gl_Position     = matrix_mvp * vertex;
+}
Index: trunk/tests/md2_test/premake4.lua
===================================================================
--- trunk/tests/md2_test/premake4.lua	(revision 189)
+++ trunk/tests/md2_test/premake4.lua	(revision 189)
@@ -0,0 +1,24 @@
+solution "nv_md2_test"
+	configurations { "debug", "release" }
+
+  	language "C++"
+	flags { "ExtraWarnings", "NoPCH" }
+
+	configuration "debug"
+		defines { "DEBUG" }
+		flags { "Symbols", "StaticRuntime" }
+		objdir (_ACTION or "".."/debug")
+
+	configuration "release"
+		defines { "NDEBUG" }
+		flags { "Optimize", "StaticRuntime" }
+		objdir (_ACTION or "".."/release")
+
+	dofile("md2_test.lua")
+	dofile("../../nv.lua")
+
+if _ACTION == "clean" then
+	for action in premake.action.each() do
+		os.rmdir(action.trigger)
+	end
+end
