Index: trunk/src/engine/image_manager.cc
===================================================================
--- trunk/src/engine/image_manager.cc	(revision 484)
+++ trunk/src/engine/image_manager.cc	(revision 484)
@@ -0,0 +1,24 @@
+// Copyright (C) 2015-2015 ChaosForge Ltd
+// http://chaosforge.org/
+//
+// This file is part of Nova libraries. 
+// For conditions of distribution and use, see copying.txt file in root folder.
+
+#include "nv/engine/image_manager.hh"
+
+#include "nv/image/png_loader.hh"
+#include "nv/io/c_file_system.hh"
+
+using namespace nv;
+
+bool image_manager::load_resource( const string_view& filename )
+{
+	png_loader loader;
+	c_file_system fs;
+	stream* file = fs.open( filename );
+	image_data* result = loader.load( *file );
+	delete file;
+	add( filename, result );
+	return result != nullptr;
+}
+
Index: trunk/src/engine/material_manager.cc
===================================================================
--- trunk/src/engine/material_manager.cc	(revision 484)
+++ trunk/src/engine/material_manager.cc	(revision 484)
@@ -0,0 +1,47 @@
+// Copyright (C) 2015-2015 ChaosForge Ltd
+// http://chaosforge.org/
+//
+// This file is part of Nova libraries. 
+// For conditions of distribution and use, see copying.txt file in root folder.
+
+#include "nv/engine/material_manager.hh"
+
+#include "nv/io/c_file_system.hh"
+#include "nv/image/png_loader.hh"
+
+using namespace nv;
+
+bool gpu_material_manager::load_resource( const string_view& id )
+{
+	if ( auto mat = m_material_manager->get( id ).lock() )
+	{
+		gpu_material* result = new gpu_material;
+		sampler smp( sampler::LINEAR, sampler::REPEAT );
+		for ( uint32 i = 0; i < size( mat->paths ); ++i )
+			if ( !mat->paths[i].empty() )
+				if ( auto data = m_image_manager->get( mat->paths[i] ).lock() )
+					result->textures[i] = m_context->get_device()->create_texture( &*data, smp );
+		add( id, result );
+		return true;
+	}
+	return false;
+}
+
+void gpu_material_manager::release( gpu_material* m )
+{
+	for ( const texture& t : m->textures )
+	{
+		m_context->get_device()->release( t );
+	}
+}
+
+bool material_manager::load_resource( nv::lua::table_guard& table, nv::shash64 id )
+{
+	material* m = new material;
+	m->paths[ TEX_DIFFUSE ]  = table.get_string128( "diffuse" );
+	m->paths[ TEX_SPECULAR ] = table.get_string128( "specular" );
+	m->paths[ TEX_NORMAL ]   = table.get_string128( "normal" );
+	m->paths[ TEX_GLOSS ]    = table.get_string128( "gloss" );
+	add( id, m );
+	return true;
+}
Index: trunk/src/engine/mesh_manager.cc
===================================================================
--- trunk/src/engine/mesh_manager.cc	(revision 484)
+++ trunk/src/engine/mesh_manager.cc	(revision 484)
@@ -0,0 +1,43 @@
+// Copyright (C) 2015-2015 ChaosForge Ltd
+// http://chaosforge.org/
+//
+// This file is part of Nova libraries. 
+// For conditions of distribution and use, see copying.txt file in root folder.
+
+#include "nv/engine/mesh_manager.hh"
+
+using namespace nv;
+
+resource< gpu_mesh > gpu_mesh_manager::load_resource( resource< data_channel_set > mesh )
+{
+	resource< gpu_mesh > result = get( mesh.id().value() );
+	if ( result ) return result;
+	if ( auto lmesh = mesh.lock() )
+	{
+		gpu_mesh* gm = new gpu_mesh;
+		gm->va = m_context->create_vertex_array( &*lmesh, STATIC_DRAW );
+		gm->count = lmesh->get_channel_size( slot::INDEX );
+		gm->shader = lmesh->get_channel( slot::BONEINDEX ) != nullptr ? BONE : NORMAL;
+		return add( mesh.id(), gm );
+	}
+	return resource< gpu_mesh >();
+}
+
+bool nv::gpu_mesh_manager::load_resource( const string_view& id )
+{
+	if ( auto lmesh = m_mesh_manager->get( id ).lock() )
+	{
+		gpu_mesh* gm = new gpu_mesh;
+		gm->va = m_context->create_vertex_array( &*lmesh, STATIC_DRAW );
+		gm->count = lmesh->get_channel_size( slot::INDEX );
+		gm->shader = lmesh->get_channel( slot::BONEINDEX ) != nullptr ? BONE : NORMAL;
+		add( id, gm );
+		return true;
+	}
+	return false;
+}
+
+void gpu_mesh_manager::release( gpu_mesh* m )
+{
+	m_context->release( m->va );
+}
