Index: trunk/tests/md3_test/md3_test.cc
===================================================================
--- trunk/tests/md3_test/md3_test.cc	(revision 304)
+++ trunk/tests/md3_test/md3_test.cc	(revision 319)
@@ -1,6 +1,5 @@
-#include <nv/common.hh>
+#include <nv/core/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>
@@ -10,10 +9,10 @@
 #include <nv/io/c_file_system.hh>
 #include <nv/formats/md3_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/core/profiler.hh>
+#include <nv/core/logging.hh>
+#include <nv/core/logger.hh>
+#include <nv/core/math.hh>
+#include <nv/core/time.hh>
+#include <nv/core/string.hh>
 #include <glm/gtx/rotate_vector.hpp>
 #include <glm/gtc/matrix_access.hpp>
@@ -68,5 +67,4 @@
 	void update( nv::uint32 ms, nv::program program )
 	{
-		m_mesh->update( ms );
 		m_mesh->update_animation( m_entry, ms );
 		m_mesh->update( program );
@@ -206,19 +204,19 @@
 
 			m_scene_state.set_model( model );
-			m_window->get_context()->draw( m_render_state, m_scene_state, m_program, m_legs->get_mesh() );
+			m_window->get_context()->draw( nv::TRIANGLES, m_render_state, m_scene_state, m_program, m_legs->get_mesh()->get_vertex_array(), m_legs->get_mesh()->get_index_count() );
 
 			//model = m_legs->get_transform( "tag_torso", last_legs_frame, legs_frame, legs_interpolate );
 			model = m_legs->get_transform( 0 );
 			m_scene_state.set_model( model );
-			m_window->get_context()->draw( m_render_state, m_scene_state, m_program, m_torso->get_mesh() );
+			m_window->get_context()->draw( nv::TRIANGLES, m_render_state, m_scene_state, m_program, m_torso->get_mesh()->get_vertex_array(), m_torso->get_mesh()->get_index_count() );
 
 			glm::mat4 head = model * m_torso->get_transform( 0 ); //, last_torso_frame, torso_frame, torso_interpolate );
 			m_scene_state.set_model( head );
-			m_window->get_context()->draw( m_render_state, m_scene_state, m_program, m_head->get_mesh() );
+			m_window->get_context()->draw( nv::TRIANGLES, m_render_state, m_scene_state, m_program, m_head->get_mesh()->get_vertex_array(), m_head->get_mesh()->get_index_count() );
 
 			glm::mat4 weapon = model * m_torso->get_transform( 2 ); //, last_torso_frame, torso_frame, torso_interpolate );
 			m_scene_state.set_model( weapon );
 			m_context->bind( m_diffuse_weapon, nv::TEX_DIFFUSE );
-			m_context->draw( m_render_state, m_scene_state, m_program, m_weapon->get_mesh() );
+			m_context->draw( nv::TRIANGLES, m_render_state, m_scene_state, m_program, m_weapon->get_mesh()->get_vertex_array(), m_weapon->get_mesh()->get_index_count() );
 
 		}
