material.set_specular(GL::Color(1.0));
material.set_shininess(100);
- GL::Program::StandardFeatures features;
+ GL::ProgramBuilder::StandardFeatures features;
features.lighting = true;
features.specular = true;
features.material = true;
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);
{