Index: trunk/tests/md2_test/md2_test.cc
===================================================================
--- trunk/tests/md2_test/md2_test.cc	(revision 231)
+++ trunk/tests/md2_test/md2_test.cc	(revision 239)
@@ -1,4 +1,3 @@
 #include <nv/common.hh>
-#include <iomanip>
 #include <nv/gfx/keyframed_mesh.hh>
 #include <nv/interface/vertex_buffer.hh>
@@ -18,61 +17,5 @@
 #include <nv/time.hh>
 #include <nv/string.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 );
-			m_mesh_data = loader->release_mesh_data();
-			delete mesh_file;
-			delete loader;
-		}
-
-		{
-			NV_PROFILE("create_mesh");
-			m_mesh      = new nv::keyframed_mesh_gpu( 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 );
-	}
-
-	nv::mesh_interface* get_mesh() { return m_mesh; }
-
-	size_t get_max_frames()
-	{
-		return m_mesh->get_max_frames();
-	}
-
-	~mesh_part()
-	{
-		delete m_mesh_data;
-		delete m_mesh;
-	}
-
-private:
-	nv::mesh_data*       m_mesh_data;
-	nv::keyframed_mesh*  m_mesh;
-};
 
 class application
@@ -87,9 +30,12 @@
 	nv::window*       m_window;
 	nv::texture2d*    m_diffuse;
+	nv::program*      m_program;
+
 	nv::clear_state   m_clear_state;
 	nv::render_state  m_render_state;
+	nv::scene_state   m_scene_state;
 
-	mesh_part*   m_mesh;
-	nv::program* m_program;
+	nv::mesh_data*      m_mesh_data;
+	nv::keyframed_mesh* m_mesh;
 };
 
@@ -119,5 +65,22 @@
 	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 );
+
+	nv::md2_loader* loader;
+	{
+		NV_PROFILE("loader->load");
+		nv::c_file_system fs;
+		nv::stream* mesh_file = fs.open( "data/manc.md2" );
+		loader = new nv::md2_loader();
+		loader->load( *mesh_file );
+		m_mesh_data = loader->release_mesh_data();
+		delete mesh_file;
+		delete loader;
+	}
+
+	{
+		NV_PROFILE("create_mesh");
+		m_mesh      = new nv::keyframed_mesh_gpu( m_window->get_context(), m_mesh_data, nullptr, m_program );
+	}
+
 	return true;
 }
@@ -128,6 +91,4 @@
 	NV_PROFILE( "app_run" );
 	int keypress = 0;
-
-	glm::vec3 move( 0, 25.f, 0 );
 
 	nv::uint32 ticks   = m_device->get_ticks();
@@ -142,68 +103,40 @@
 		ticks      = m_device->get_ticks();
 		nv::uint32 elapsed = ticks - last_ticks;
+		m_window->get_context()->clear( m_clear_state );
 		m_mesh->update( elapsed );
-		{
-			NV_PROFILE( "clear" );
-			m_window->get_context()->clear( m_clear_state );
-		}
+		glm::vec3 eye = glm::rotate( glm::vec3( 100.0f, 25.0f, 0.0f ), (ticks / 20.f), glm::vec3( 0.0,1.0,0.0 ) );
 
-		glm::mat4 view;
-		glm::mat4 projection;
-		{
-			NV_PROFILE( "update_sh" );
+		m_scene_state.set_model( nv::mat4(1.0f) );
+		m_scene_state.get_camera().set_lookat(eye, glm::vec3(0.0f, 25.0f, 0.0f), glm::vec3(0.0, 1.0, 0.0));
+		m_scene_state.get_camera().set_perspective(60.0f, 1.0f*800.0f/600.0f, 0.1f, 1000.0f);
 
-			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 ) );
+		m_diffuse->bind( 0 );
+		m_program->set_opt_uniform( "light_position", glm::vec3(120.0, 120.0, 0) );
+		m_program->set_opt_uniform( "light_diffuse",  glm::vec4(1.0,1.0,1.0,1.0) );
+		m_program->set_opt_uniform( "light_specular", glm::vec4(1.0,1.0,1.0,1.0) );
+		m_mesh->update( m_program );
+		m_window->get_context()->draw( m_render_state, m_scene_state, m_program, m_mesh );
+		m_window->swap_buffers();
 
-			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);
-			glm::mat4 mv = view * model;
-			m_program->set_opt_uniform( "nv_m_modelview", mv );
-			m_program->set_opt_uniform( "nv_m_normal", glm::transpose(glm::inverse(glm::mat3(mv))) );
-			m_program->set_uniform( "matrix_mvp", projection * mv );
-			m_mesh->get_mesh()->update( m_program );
-			m_window->get_context()->draw( m_render_state, m_program, m_mesh->get_mesh() );
-		}
-
-		{
-			NV_PROFILE( "swap" );
-			m_window->swap_buffers();
-		}
-
-		{
-			NV_PROFILE( "pollevent" );
-			nv::io_event event;
-			while(m_window->poll_event(event)) 
-			{      
-				switch (event.type) 
+		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)
 				{
-				case nv::EV_QUIT:
-					keypress = 1;
-					break;
-				case nv::EV_KEY:
-					if (event.key.pressed)
+					switch (event.key.code) 
 					{
-						switch (event.key.code) 
-						{
-						case nv::KEY_ESCAPE : keypress = 1; break;
-						case nv::KEY_F1 : nv::profiler::pointer()->log_report(); break;
-						default: break;
-						}
+					case nv::KEY_ESCAPE : keypress = 1; break;
+					case nv::KEY_F1 : nv::profiler::pointer()->log_report(); break;
+					default: break;
 					}
-					break;
-				default: break;
 				}
+				break;
+			default: break;
 			}
 		}
@@ -216,4 +149,5 @@
 {
 	delete m_program;
+	delete m_mesh_data;
 	delete m_mesh;
 	delete m_diffuse;
Index: trunk/tests/md2_test/obj.frag
===================================================================
--- trunk/tests/md2_test/obj.frag	(revision 231)
+++ trunk/tests/md2_test/obj.frag	(revision 239)
@@ -1,5 +1,5 @@
 #version 120
 
-uniform sampler2D diffuse;
+uniform sampler2D nv_t_diffuse;
 uniform vec4 light_diffuse;
 uniform vec4 light_specular;
@@ -9,26 +9,29 @@
 varying vec3 v_light_vector;
 varying vec3 v_view_vector;
- 
+
 void main(void) {
+	vec3 diff_texel      = vec3( texture2D( nv_t_diffuse, v_texcoord ) );	
+
 	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 );
+	float specular_amount = 0.2;
+	float diffuse_amount  = 1.0 - specular_amount;
 
-	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;
+	float dot_prod_specular = dot( nreflect_vector, normalize( v_view_vector ) );
+	float dot_prod_diffuse  = dot( nlight_vector, nnormal );
 
-	vec3 ambient_color   = final_ambient * diff_texel;
-	vec3 diffuse_color   = light_diffuse.xyz * final_diffuse * diff_texel;
+	float diffuse_factor  = max( dot_prod_diffuse, 0.0 );
+	float specular_factor = pow( max( dot_prod_specular, 0.0 ), 16.0 ); // 100.0
+
+	float final_diffuse  = diffuse_amount * diffuse_factor * 0.5;
+	float final_specular = specular_amount * specular_factor;
+
+	vec3 diffuse_color   = light_diffuse.xyz  * final_diffuse * diff_texel;
 	vec3 specular_color  = light_specular.xyz * final_specular;
+	vec3 self_ilum_color = vec3 (0.0, 0.0, 0.0);
+	vec3 ambient_color   = vec3 (0.0, 0.0, 0.0);
 
-	gl_FragColor = vec4( ambient_color + diffuse_color + specular_color, 1.0 );
-//	gl_FragColor = vec4( diff_texel, 1.0 );
+	gl_FragColor = vec4( max( self_ilum_color, diffuse_color + specular_color + ambient_color ), 1.0 );
 }
Index: trunk/tests/md2_test/obj.vert
===================================================================
--- trunk/tests/md2_test/obj.vert	(revision 231)
+++ trunk/tests/md2_test/obj.vert	(revision 239)
@@ -12,19 +12,22 @@
 varying vec2 v_texcoord;
 
-uniform mat4 matrix_mvp;
-uniform mat4 nv_m_modelview;
-uniform mat4 nv_m_projection;
-uniform mat3 nv_m_normal;
+uniform mat4 nv_m_mvp;
+uniform mat4 nv_m_model;
+uniform mat4 nv_m_model_inv;
+uniform vec3 nv_v_camera_position;
+uniform vec3 light_position;
 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 ) );
+void main(void)
+{
+	vec4 position   = vec4( mix( nv_position, nv_next_position, nv_interpolate ), 1.0 );
+	v_normal        = normalize( mix( nv_normal, nv_next_normal, nv_interpolate ) );
+	v_texcoord      = nv_texcoord;
+	gl_Position     = nv_m_mvp * position;
 
-	v_texcoord      = nv_texcoord;
-	gl_Position     = matrix_mvp * vertex;
+	vec3 camera_loc = vec3(nv_m_model_inv * vec4 (nv_v_camera_position, 1.0) );
+	vec3 light_loc  = vec3(nv_m_model_inv * vec4 (light_position, 1.0) );
+
+	v_view_vector  = normalize( nv_position - camera_loc  );
+	v_light_vector = normalize( nv_position - light_loc );
 }
