+ Material *m = object->material;
+
+ /* setting uniforms for material */
+
+ fu.diffuse = Vec4(m->diffuse.x, m->diffuse.y, m->diffuse.z, 1.0);
+ fu.specular = Vec4(m->specular.x, m->specular.y, m->specular.z, 1.0);
+ fu.shininess = m->shininess;
+ fu.fog_density = fog_density;
+
+ fbuf->update(&fu);
+ fbuf->bind(SHADING_UNIFORMS);
+
+ /* texture */
+
+ if(m->dtex)
+ m->dtex->bind(0);
+
+ /* setting uniforms for matrices */
+
+ vu.mview = object->transform * camera->get_view_matrix();
+ vu.mmviewproj = object->transform * camera->get_view_matrix() * mprojection;
+ vu.mmod = object->transform.upper3x3();
+
+ vbuf->update(&vu);
+ vbuf->bind(MATRIX_UNIFORMS);
+
+ object->mesh->draw();
+
+ // debug
+#ifdef DRAW_NORMALS
+ if(nprog) {
+ vu.mmviewproj = mmviewproj;
+ vbuf->update(&vu);
+ vbuf->bind(MATRIX_UNIFORMS);
+
+ nprog->use();
+ object->mesh->draw_normals(1.0);
+ }
+#endif
+}
+
+void Renderer::set_sky_tex(Texture *stex)
+{
+ if(!skymesh) {
+ skymesh = gfx_create_mesh();
+ gen_geosphere(skymesh, 1, 0);
+ }
+ if(!skyprog) {
+ if(!(skyprog = sdr_man->create_shader_program("sky.v.glsl", "sky.f.glsl")))
+ return;
+ }
+ skytex = stex;
+}
+
+void Renderer::set_diffuse_sky_tex(Texture *dstex)
+{
+ dskytex = dstex;
+}
+
+void Renderer::draw_skybox()
+{
+ if(!skymesh || !skytex)
+ return;
+
+ gfx_zbuffer(false);
+ gfx_cull_face(GFX_CULL_NONE);
+
+ skytex->bind();
+ skyprog->use();
+
+ svu.mviewproj = camera->get_view_matrix().upper3x3() * mprojection;
+ svbuf->update(&svu);
+ svbuf->bind(SKY_MATRIX_UNIFORMS);
+
+ skymesh->draw();
+
+ gfx_cull_face(GFX_CULL_BACK);
+ gfx_zbuffer(true);
+}