Reposition models in scene.
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				@ -114,7 +114,7 @@ void QtkScene::init()
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  // Simple cube lighting examples.
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					  // Simple cube lighting examples.
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  /* Phong lighting example on a basic cube. */
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					  /* Phong lighting example on a basic cube. */
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  mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
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					  mTestPhong = addObject(new Qtk::MeshRenderer("phongCube", Qtk::Cube()));
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  mTestPhong->getTransform().setTranslation(3.0f, 0.0f, -2.0f);
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					  mTestPhong->getTransform().setTranslation(3.0f, 0.0f, -2.0f);
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  // NOTE: You no longer need to manually bind shader program to set uniforms.
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					  // NOTE: You no longer need to manually bind shader program to set uniforms.
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  // + You can still bind it if you want to for performance reasons.
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					  // + You can still bind it if you want to for performance reasons.
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@ -152,7 +152,7 @@ void QtkScene::init()
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  // No light source needed for this lighting technique
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					  // No light source needed for this lighting technique
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  /* Initialize Ambient example cube */
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					  /* Initialize Ambient example cube */
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  mTestAmbient = new Qtk::MeshRenderer("ambient", Cube());
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					  mTestAmbient = addObject(new Qtk::MeshRenderer("ambientCube", Cube()));
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  mTestAmbient->getTransform().setTranslation(7.0f, 0.0f, -2.0f);
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					  mTestAmbient->getTransform().setTranslation(7.0f, 0.0f, -2.0f);
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  mTestAmbient->setShaders(":/shaders/solid-ambient.vert",
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					  mTestAmbient->setShaders(":/shaders/solid-ambient.vert",
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                           ":/shaders/solid-ambient.frag");
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					                           ":/shaders/solid-ambient.frag");
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@ -164,7 +164,7 @@ void QtkScene::init()
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  // No light source needed for this lighting technique
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					  // No light source needed for this lighting technique
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  /* Initialize Diffuse example cube */
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					  /* Initialize Diffuse example cube */
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  mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
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					  mTestDiffuse = addObject(new Qtk::MeshRenderer("diffuseCube", Cube()));
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  mTestDiffuse->getTransform().setTranslation(9.0f, 0.0f, -2.0f);
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					  mTestDiffuse->getTransform().setTranslation(9.0f, 0.0f, -2.0f);
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  mTestDiffuse->setShaders(":/shaders/solid-diffuse.vert",
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					  mTestDiffuse->setShaders(":/shaders/solid-diffuse.vert",
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                           ":/shaders/solid-diffuse.frag");
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					                           ":/shaders/solid-diffuse.frag");
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@ -180,7 +180,7 @@ void QtkScene::init()
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  mesh->getTransform().scale(0.25f);
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					  mesh->getTransform().scale(0.25f);
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  /* Initialize Specular example cube */
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					  /* Initialize Specular example cube */
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  mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
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					  mTestSpecular = addObject(new Qtk::MeshRenderer("specularCube", Cube()));
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  mTestSpecular->getTransform().setTranslation(11.0f, 0.0f, -2.0f);
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					  mTestSpecular->getTransform().setTranslation(11.0f, 0.0f, -2.0f);
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  mTestSpecular->setShaders(":/shaders/solid-specular.vert",
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					  mTestSpecular->setShaders(":/shaders/solid-specular.vert",
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                            ":/shaders/solid-specular.frag");
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					                            ":/shaders/solid-specular.frag");
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@ -233,8 +233,8 @@ void QtkScene::init()
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  /* Test alien Model with phong lighting and specular mapping. */
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					  /* Test alien Model with phong lighting and specular mapping. */
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  model = addObject(new Qtk::Model("alienTest",
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					  model = addObject(new Qtk::Model("alienTest",
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                                   ":/models/models/alien-hominid/alien.obj",
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					                                   ":/models/models/alien-hominid/alien.obj",
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                                   ":/shaders/model-specular.vert",
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					                                   ":/shaders/model-phong.vert",
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                                   ":/shaders/model-specular.frag"));
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					                                   ":/shaders/model-phong.frag"));
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  model->getTransform().setTranslation(3.0f, -1.0f, 10.0f);
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					  model->getTransform().setTranslation(3.0f, -1.0f, 10.0f);
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  model->getTransform().scale(0.15f);
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					  model->getTransform().scale(0.15f);
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  model->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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					  model->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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@ -242,7 +242,7 @@ void QtkScene::init()
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  model->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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					  model->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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  model->setUniform("uMaterial.ambientStrength", 0.8f);
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					  model->setUniform("uMaterial.ambientStrength", 0.8f);
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  model->setUniform("uMaterial.diffuseStrength", 0.8f);
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					  model->setUniform("uMaterial.diffuseStrength", 0.8f);
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  model->setUniform("uMaterial.specularStrength", 1.0f);
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					  model->setUniform("uMaterial.specularStrength", 0.5f);
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  model->setUniform("uMaterial.shine", 32.0f);
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					  model->setUniform("uMaterial.shine", 32.0f);
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  model->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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					  model->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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