Index: trunk/tests/md3_test/md3.frag
===================================================================
--- trunk/tests/md3_test/md3.frag	(revision 321)
+++ trunk/tests/md3_test/md3.frag	(revision 321)
@@ -0,0 +1,34 @@
+#version 120
+
+uniform sampler2D nv_t_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( nv_t_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/md3_test/md3_cpu.vert
===================================================================
--- trunk/tests/md3_test/md3_cpu.vert	(revision 321)
+++ trunk/tests/md3_test/md3_cpu.vert	(revision 321)
@@ -0,0 +1,28 @@
+#version 120
+
+attribute vec2 nv_texcoord;
+attribute vec3 nv_position;
+attribute vec3 nv_normal;
+
+varying vec3 v_normal;
+varying vec3 v_light_vector;
+varying vec3 v_view_vector;
+varying vec2 v_texcoord;
+
+uniform mat4 nv_m_mvp;
+uniform mat4 nv_m_modelview;
+uniform mat4 nv_m_projection;
+uniform mat3 nv_m_normal;
+uniform vec3 light_position;
+
+void main(void) {
+	vec4 vertex     = vec4( nv_position, 1.0 );
+	v_normal        = normalize( nv_m_normal * nv_normal );
+
+	vec3 eye_pos    = vec3( nv_m_modelview * vertex );
+	v_light_vector  = vec3( normalize( light_position - eye_pos ) );
+	v_view_vector   = vec3( normalize( -eye_pos ) );
+
+	v_texcoord      = nv_texcoord;
+	gl_Position     = nv_m_mvp * vertex;
+}
Index: trunk/tests/md3_test/md3_gpu.vert
===================================================================
--- trunk/tests/md3_test/md3_gpu.vert	(revision 321)
+++ trunk/tests/md3_test/md3_gpu.vert	(revision 321)
@@ -0,0 +1,31 @@
+#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 nv_m_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 );
+	v_normal        = normalize( nv_m_normal * mix( nv_normal, nv_next_normal, nv_interpolate ) );
+	
+	vec3 eye_pos    = vec3( nv_m_modelview * vertex );
+	v_light_vector  = vec3( normalize( light_position - eye_pos ) );
+	v_view_vector   = vec3( normalize( -eye_pos ) );
+
+	v_texcoord      = nv_texcoord;
+	gl_Position     = nv_m_mvp * vertex;
+}
Index: trunk/tests/md3_test/md3_test.cc
===================================================================
--- trunk/tests/md3_test/md3_test.cc	(revision 319)
+++ 	(revision )
@@ -1,302 +1,0 @@
-#include <nv/core/common.hh>
-#include <iomanip>
-#include <nv/gfx/keyframed_mesh.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/mesh_loader.hh>
-#include <nv/io/c_file_system.hh>
-#include <nv/formats/md3_loader.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>
-#include <glm/gtx/matrix_interpolation.hpp>
-
-bool GPU_ANIMATION = true;
-
-class mesh_part
-{
-public:
-	mesh_part( const std::string& path, nv::window* window )
-	{
-		NV_PROFILE("mesh_construct");
-		nv::md3_loader* loader;
-		{
-			NV_PROFILE("loader->load");
-			nv::c_file_system fs;
-			nv::stream* mesh_file = fs.open( path.c_str() );
-			loader = new nv::md3_loader();
-			loader->load( *mesh_file );
-			delete mesh_file;
-		}
-
-		{
-			NV_PROFILE("create_mesh_data");
-			m_mesh_data = loader->release_mesh_data_pack();
-		}
-		delete loader;
-		m_entry = nullptr;
-		{
-			NV_PROFILE("create_mesh");
-			if ( GPU_ANIMATION )
-				m_mesh      = new nv::keyframed_mesh_gpu( window->get_context(), m_mesh_data->get_mesh(0), m_mesh_data->get_nodes() );
-			else
-				m_mesh      = new nv::keyframed_mesh_cpu( window->get_context(), m_mesh_data->get_mesh(0), m_mesh_data->get_nodes() );
-		}
-
-	}
-
-	nv::mat4 get_transform( nv::uint32 id )
-	{
-		return m_mesh->get_node_transform( id ).extract();
-	}
-
-	void setup_animation( nv::uint32 start, nv::uint32 stop, nv::uint32 fps, bool loop )
-	{
-		delete m_entry;
-		m_entry = new nv::animation_entry("test", loop, fps, (float)start, float(stop-1) );
-		m_mesh->run_animation( m_entry );
-	}
-
-	void update( nv::uint32 ms, nv::program program )
-	{
-		m_mesh->update_animation( m_entry, ms );
-		m_mesh->update( program );
-	}
-
-	nv::mesh_interface* get_mesh() const { 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_pack*  m_mesh_data;
-	nv::keyframed_mesh*  m_mesh;
-	nv::animation_entry* m_entry;
-};
-
-class application
-{
-public:
-	application();
-	bool initialize();
-	bool run();
-	~application();
-protected:
-	nv::device*       m_device;
-	nv::context*      m_context;
-	nv::window*       m_window;
-	nv::texture       m_diffuse;
-	nv::texture       m_diffuse_weapon;
-
-	nv::clear_state   m_clear_state;
-	nv::render_state  m_render_state;
-	nv::scene_state   m_scene_state;
-
-	mesh_part* m_torso;
-	mesh_part* m_legs;
-	mesh_part* m_head;
-	mesh_part* m_weapon;
-	nv::program m_program;
-};
-
-application::application()
-{
-	NV_PROFILE( "app_construct" );
-	m_device  = new nv::gl_device();
-	m_window  = m_device->create_window( 800, 600, false );
-	m_context = m_window->get_context();
-
-	nv::sampler sampler( nv::sampler::LINEAR, nv::sampler::REPEAT );
-	nv::image_data* data = m_device->create_image_data( "data/doom.png" );
-	m_diffuse  = m_device->create_texture( data->get_size(), nv::image_format( nv::RGBA, nv::UBYTE ), sampler, (void*)data->get_data() );
-	delete data;
-	data = m_device->create_image_data( "data/rocketl.png" );
-	m_diffuse_weapon = m_device->create_texture( data->get_size(), nv::image_format( nv::RGBA, 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( GPU_ANIMATION ? "obj_gpu.vert" : "obj_cpu.vert" ), 
-		nv::slurp( "obj.frag" ) 
-	);
-	m_torso   = new mesh_part( "data/upper.md3", m_window );
-	m_legs    = new mesh_part( "data/lower.md3", m_window );
-	m_head    = new mesh_part( "data/head.md3", m_window );
-	m_weapon  = new mesh_part( "data/rocketl.md3", m_window );
-	return true;
-}
-
-bool application::run()
-{
-	nv::profiler::pointer()->log_report(); 
-	NV_PROFILE( "app_run" );
-	int keypress = 0;
-
-	glm::vec3 move( 0, 0, 0 );
-
-	nv::uint32 ticks   = m_device->get_ticks();
-	nv::uint32 last_ticks;
-	nv::fps_counter_class< nv::system_us_timer > fps_counter;
-
-	m_legs->setup_animation( 0, m_legs->get_max_frames(), 20, true );
-	m_torso->setup_animation( 0, m_torso->get_max_frames(), 20, true );
-
-	bool common = true;
-	while(!keypress) 
-	{
-		last_ticks = ticks;
-		ticks      = m_device->get_ticks();
-		nv::uint32 elapsed = ticks - last_ticks;
-		m_torso->update( ticks, m_program );
-		m_legs->update( ticks, m_program );
-		{
-			NV_PROFILE( "clear" );
-			m_context->clear( m_clear_state );
-		}
-
-		glm::mat4 view;
-		glm::mat4 projection;
-		{
-			NV_PROFILE( "update_sh" );
-
-			glm::vec3 source( 80.0f, 0.0f, 0.0f );
-			glm::vec3 eye = glm::rotate( source, (ticks / 20.f), glm::vec3( 0.0,1.0,0.0 ) );
-
-			m_scene_state.get_camera().set_lookat(eye + move, glm::vec3(0.0f, 0.0f, 0.0f) + move, 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);
-
-			m_context->bind( m_diffuse, nv::TEX_DIFFUSE );
-			m_device->set_uniform( m_program, "light_position", glm::vec3(120.0, 120.0, 0) );
-			m_device->set_uniform( m_program, "light_diffuse",  glm::vec4(1.0,1.0,1.0,1.0) );
-			m_device->set_uniform( m_program, "light_specular", glm::vec4(1.0,1.0,1.0,1.0) );
-		}
-
-		{
-			NV_PROFILE( "draw" );
-			glm::mat4 model      = glm::mat4(1.0f);
-
-			m_scene_state.set_model( model );
-			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( 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( 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( nv::TRIANGLES, m_render_state, m_scene_state, m_program, m_weapon->get_mesh()->get_vertex_array(), m_weapon->get_mesh()->get_index_count() );
-
-		}
-
-		{
-			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_1 : m_legs->setup_animation( 0, 89, 20, true ); m_torso->setup_animation( 0, 89, 20, true ); common = true; break;
-						case nv::KEY_2 : m_legs->setup_animation( 90, 8, 20, true ); if (common) m_torso->setup_animation( 151, 1, 20, true ); common = false; break;
-						case nv::KEY_3 : m_legs->setup_animation( 98, 12, 20, true ); if (common) m_torso->setup_animation( 151, 1, 20, true ); common = false; break;
-						case nv::KEY_4 : m_legs->setup_animation( 110, 9, 15, true ); if (common) m_torso->setup_animation( 151, 1, 20, true ); common = false; break;
-						case nv::KEY_5 : m_legs->setup_animation( 138, 10, 15, true ); if (common) m_torso->setup_animation( 151, 1, 20, true ); common = false; break;
-						case nv::KEY_6 : m_legs->setup_animation( 171, 9, 15, true ); if (common) m_torso->setup_animation( 151, 1, 20, true ); common = false; break;
-						case nv::KEY_Q : m_torso->setup_animation( 90, 40, 20, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
-						case nv::KEY_W : m_torso->setup_animation( 130, 6, 15, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
-						case nv::KEY_E : m_torso->setup_animation( 136, 6, 15, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
-						case nv::KEY_R : m_torso->setup_animation( 142, 5, 20, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
-						case nv::KEY_T : m_torso->setup_animation( 147, 4, 20, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
-						case nv::KEY_Y : m_torso->setup_animation( 151, 1, 15, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
-						case nv::KEY_U : m_torso->setup_animation( 152, 1, 15, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
-						case nv::KEY_F1 : nv::profiler::pointer()->log_report(); break;
-						default: break;
-						}
-					}
-					break;
-				default: break;
-				}
-			}
-		}
-		fps_counter.tick();
-	}
-	return true;
-}
-
-application::~application()
-{
-	m_device->release( m_program );
-	delete m_torso;
-	delete m_legs;
-	delete m_head;
-	delete m_weapon;
-	m_device->release( m_diffuse );
-	m_device->release( m_diffuse_weapon );
-	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/md3_test/md3_test.lua
===================================================================
--- trunk/tests/md3_test/md3_test.lua	(revision 321)
+++ trunk/tests/md3_test/md3_test.lua	(revision 321)
@@ -0,0 +1,8 @@
+project "nv_md3_test"
+	kind "ConsoleApp"
+	files { "nv_md3_test.cc" }
+	includedirs { "../../" }
+	targetname "nv_md3_test"
+	links { "nv-core", "nv-gl", "nv-formats" }
+	targetdir "../../bin"	
+ 
Index: trunk/tests/md3_test/nv_md3_test.cc
===================================================================
--- trunk/tests/md3_test/nv_md3_test.cc	(revision 321)
+++ trunk/tests/md3_test/nv_md3_test.cc	(revision 321)
@@ -0,0 +1,309 @@
+#include <nv/core/common.hh>
+#include <iomanip>
+#include <nv/gfx/keyframed_mesh.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/mesh_loader.hh>
+#include <nv/io/c_file_system.hh>
+#include <nv/formats/md3_loader.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>
+#include <glm/gtx/matrix_interpolation.hpp>
+
+bool GPU_ANIMATION = true;
+
+class mesh_part
+{
+public:
+	mesh_part( const std::string& path, nv::window* window )
+	{
+		NV_PROFILE("mesh_construct");
+		nv::md3_loader* loader;
+		{
+			NV_PROFILE("loader->load");
+			nv::c_file_system fs;
+			nv::stream* mesh_file = fs.open( path.c_str() );
+			loader = new nv::md3_loader();
+			loader->load( *mesh_file );
+			delete mesh_file;
+		}
+
+		{
+			NV_PROFILE("create_mesh_data");
+			m_mesh_data = loader->release_mesh_data_pack();
+		}
+		delete loader;
+		m_entry = nullptr;
+		{
+			NV_PROFILE("create_mesh");
+			if ( GPU_ANIMATION )
+				m_mesh      = new nv::keyframed_mesh_gpu( window->get_context(), m_mesh_data->get_mesh(0), m_mesh_data->get_nodes() );
+			else
+				m_mesh      = new nv::keyframed_mesh_cpu( window->get_context(), m_mesh_data->get_mesh(0), m_mesh_data->get_nodes() );
+		}
+
+	}
+
+	nv::mat4 get_transform( nv::uint32 id )
+	{
+		return m_mesh->get_node_transform( id ).extract();
+	}
+
+	void setup_animation( nv::uint32 start, nv::uint32 stop, nv::uint32 fps, bool loop )
+	{
+		delete m_entry;
+		m_entry = new nv::animation_entry("test", loop, fps, (float)start, float(stop-1) );
+		m_mesh->run_animation( m_entry );
+	}
+
+	void update( nv::uint32 ms )
+	{
+		m_mesh->update_animation( m_entry, ms );
+	}
+
+	void update( nv::program program )
+	{
+		m_mesh->update( program );
+	}
+
+	nv::mesh_interface* get_mesh() const { 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_pack*  m_mesh_data;
+	nv::keyframed_mesh*  m_mesh;
+	nv::animation_entry* m_entry;
+};
+
+class application
+{
+public:
+	application();
+	bool initialize();
+	bool run();
+	~application();
+protected:
+	nv::device*       m_device;
+	nv::context*      m_context;
+	nv::window*       m_window;
+	nv::texture       m_diffuse;
+	nv::texture       m_diffuse_weapon;
+
+	nv::clear_state   m_clear_state;
+	nv::render_state  m_render_state;
+	nv::scene_state   m_scene_state;
+
+	mesh_part* m_torso;
+	mesh_part* m_legs;
+	mesh_part* m_head;
+	mesh_part* m_weapon;
+	nv::program m_program;
+};
+
+application::application()
+{
+	NV_PROFILE( "app_construct" );
+	m_device  = new nv::gl_device();
+	m_window  = m_device->create_window( 800, 600, false );
+	m_context = m_window->get_context();
+
+	nv::sampler sampler( nv::sampler::LINEAR, nv::sampler::REPEAT );
+	nv::image_data* data = m_device->create_image_data( "data/doom.png" );
+	m_diffuse  = m_device->create_texture( data->get_size(), nv::image_format( nv::RGBA, nv::UBYTE ), sampler, (void*)data->get_data() );
+	delete data;
+	data = m_device->create_image_data( "data/rocketl.png" );
+	m_diffuse_weapon = m_device->create_texture( data->get_size(), nv::image_format( nv::RGBA, 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( GPU_ANIMATION ? "md3_gpu.vert" : "md3_cpu.vert" ), 
+		nv::slurp( "md3.frag" ) 
+	);
+	m_torso   = new mesh_part( "data/upper.md3", m_window );
+	m_legs    = new mesh_part( "data/lower.md3", m_window );
+	m_head    = new mesh_part( "data/head.md3", m_window );
+	m_weapon  = new mesh_part( "data/rocketl.md3", m_window );
+	return true;
+}
+
+bool application::run()
+{
+	nv::profiler::pointer()->log_report(); 
+	NV_PROFILE( "app_run" );
+	int keypress = 0;
+
+	glm::vec3 move( 0, 0, 0 );
+
+	nv::uint32 ticks   = m_device->get_ticks();
+	nv::uint32 last_ticks;
+	nv::fps_counter_class< nv::system_us_timer > fps_counter;
+
+	m_legs->setup_animation( 0, m_legs->get_max_frames(), 20, true );
+	m_torso->setup_animation( 0, m_torso->get_max_frames(), 20, true );
+
+	bool common = true;
+	while(!keypress) 
+	{
+		last_ticks = ticks;
+		ticks      = m_device->get_ticks();
+		m_torso->update( ticks );
+		m_legs->update( ticks );
+		{
+			NV_PROFILE( "clear" );
+			m_context->clear( m_clear_state );
+		}
+
+		glm::mat4 view;
+		glm::mat4 projection;
+		{
+			NV_PROFILE( "update_sh" );
+
+			glm::vec3 source( 80.0f, 0.0f, 0.0f );
+			glm::vec3 eye = glm::rotate( source, (ticks / 20.f), glm::vec3( 0.0,1.0,0.0 ) );
+
+			m_scene_state.get_camera().set_lookat(eye + move, glm::vec3(0.0f, 0.0f, 0.0f) + move, 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);
+
+			m_context->bind( m_diffuse, nv::TEX_DIFFUSE );
+			m_device->set_uniform( m_program, "light_position", glm::vec3(120.0, 120.0, 0) );
+			m_device->set_uniform( m_program, "light_diffuse",  glm::vec4(1.0,1.0,1.0,1.0) );
+			m_device->set_uniform( m_program, "light_specular", glm::vec4(1.0,1.0,1.0,1.0) );
+		}
+
+		{
+			NV_PROFILE( "draw" );
+			glm::mat4 model      = glm::mat4(1.0f);
+
+			m_scene_state.set_model( model );
+			m_legs->update( m_program );
+			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_torso->update( m_program );
+			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_head->update( m_program );
+			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_weapon->update( m_program );
+			m_scene_state.set_model( weapon );
+			m_context->bind( m_diffuse_weapon, nv::TEX_DIFFUSE );
+			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() );
+
+		}
+
+		{
+			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_1 : m_legs->setup_animation( 0, 89, 20, true ); m_torso->setup_animation( 0, 89, 20, true ); common = true; break;
+						case nv::KEY_2 : m_legs->setup_animation( 90, 8, 20, true ); if (common) m_torso->setup_animation( 151, 1, 20, true ); common = false; break;
+						case nv::KEY_3 : m_legs->setup_animation( 98, 12, 20, true ); if (common) m_torso->setup_animation( 151, 1, 20, true ); common = false; break;
+						case nv::KEY_4 : m_legs->setup_animation( 110, 9, 15, true ); if (common) m_torso->setup_animation( 151, 1, 20, true ); common = false; break;
+						case nv::KEY_5 : m_legs->setup_animation( 138, 10, 15, true ); if (common) m_torso->setup_animation( 151, 1, 20, true ); common = false; break;
+						case nv::KEY_6 : m_legs->setup_animation( 171, 9, 15, true ); if (common) m_torso->setup_animation( 151, 1, 20, true ); common = false; break;
+						case nv::KEY_Q : m_torso->setup_animation( 90, 40, 20, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
+						case nv::KEY_W : m_torso->setup_animation( 130, 6, 15, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
+						case nv::KEY_E : m_torso->setup_animation( 136, 6, 15, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
+						case nv::KEY_R : m_torso->setup_animation( 142, 5, 20, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
+						case nv::KEY_T : m_torso->setup_animation( 147, 4, 20, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
+						case nv::KEY_Y : m_torso->setup_animation( 151, 1, 15, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
+						case nv::KEY_U : m_torso->setup_animation( 152, 1, 15, true ); if (common) m_legs->setup_animation( 171, 10, 15, true ); common = false; break;
+						case nv::KEY_F1 : nv::profiler::pointer()->log_report(); break;
+						default: break;
+						}
+					}
+					break;
+				default: break;
+				}
+			}
+		}
+		fps_counter.tick();
+	}
+	return true;
+}
+
+application::~application()
+{
+	m_device->release( m_program );
+	delete m_torso;
+	delete m_legs;
+	delete m_head;
+	delete m_weapon;
+	m_device->release( m_diffuse );
+	m_device->release( m_diffuse_weapon );
+	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/md3_test/premake4.lua
===================================================================
--- trunk/tests/md3_test/premake4.lua	(revision 321)
+++ trunk/tests/md3_test/premake4.lua	(revision 321)
@@ -0,0 +1,18 @@
+solution "nv_md3_test"
+	configurations { "debug", "release" }
+
+  	language "C++"
+	flags { "ExtraWarnings", "NoPCH" }
+
+	configuration "debug"
+		defines { "DEBUG" }
+		flags { "Symbols", "StaticRuntime" }
+		objdir ("../../".._ACTION.."/debug")
+
+	configuration "release"
+		defines { "NDEBUG" }
+		flags { "Optimize", "StaticRuntime" }
+		objdir ("../../".._ACTION.."/release")
+
+	dofile("md3_test.lua")
+	dofile("../../nv.lua")
