+ sdr_man = new ShaderManager;
+
+ camera = new OrbitCamera;
+ camera->set_orbit_params(phi, theta, dist);
+
+ scene = new Scene;
+ if(!scene->load("data/spot/spot.obj")) {
+ fprintf(stderr, "Failed to load scene.\n");
+ return false;
+ }
+
+ rdefault = new Renderer;
+ rdefault->camera = camera;
+ rdefault->scene = scene;
+
+ if(!rdefault->create()) {
+ fprintf(stderr, "Failed to create default renderer.\n");
+ return false;
+ }
+
+// TODO delete: debugging
+ for(size_t i=0; i<scene->objects.size(); ++i) {
+ printf("object: %d\n", (int)i);
+ printf("mesh: %s\n", scene->objects[i]->mesh->name.c_str());
+ printf("material: %s\n", scene->objects[i]->material->name.c_str());
+ printf("transform:\n");
+ scene->objects[i]->transform.print();
+ }