glFrontFace(GL_CCW);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
long start = System.currentTimeMillis();
AssetFile assets = AssetFile.load(new File("assets/test.ten"));
ModelChunk model = (ModelChunk) assets.findChunk("carrier");
System.out.println(System.currentTimeMillis() - start);
TextureChunk tex1 = (TextureChunk) assets.findChunk("tex1");
ByteBuffer buf = ByteBuffer.allocateDirect(tex1.getData().length);
System.out.println(tex1.getData().length);
buf.put(tex1.getData());
buf.flip();
texture1 = new Texture(buf, tex1.getWidth(), tex1.getHeight());
texture1.bindTexture();
texture1.useTexture();
lightShader = new Shader(Shader.DEFAULT_LIGHT_VERTEX_PROGRAM, Shader.DEFAULT_LIGHT_FRAGMENT_PROGRAM);
texShader = new Shader("assets/shaders/texture_shader");
triangleBatch = new RenderableObject(GL_TRIANGLES, model.getVertices(), null, model.getNormals(), model.getTextureCoordinates(), model.getIndices());
glViewport(0, 0, 640, 480);
}