+ solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl");
+ glUseProgram(solidProgId);
+ validateProgram(solidProgId);
+
+ textureProgId = compileShaders((char*)"texturevertex.glsl", (char*)"texturefrag.glsl");
+ glUseProgram(textureProgId);
+ validateProgram(textureProgId);
+
+ monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
+ chest = new Model("models/chest.dae", textureProgId);
+