GL::Bind bind_depth(GL::DepthTest::lequal());
GL::Renderer renderer(0);
renderer.set_material(&material);
- renderer.set_shader(&shprog, &shdata);
+ renderer.set_shader_program(&shprog, &shdata);
renderer.set_texture(&texture);
renderer.matrix_stack() *= GL::Matrix::translation(0, 0, -7);
{