// //cout << ((float)(rand() % (size*steps * 2)) / steps - size) << ((float)(rand() % (size*steps * 2)) / steps - size) << ((float)(rand() % (size*steps * 2)) / steps - size) << endl;
//}
//ein Gegner
- tmp_Scene->addObject(new SceneObject(shader1, glm::mat4(1.0f), "duck.dae", "model_duck.png"));
+ tmp_Scene->addObject(new SceneObject(shader1, glm::mat4(1.0f), "Player.dae", "model_player.png"));
//tmp_Scene->addObject(new SceneObject(shader1, translate(vec3(-1.f, 2.f, -2.f)), "../models/box/box.dae", "../Textures/sky_withstars.png"));
//tmp_Scene->addObject(new SceneObject(shader1, translate(vec3(1.f, 3.f, -2.f)), "../models/cow/cow.dae", "../models/cow/texture.jpg"));
// load LVL
- //tmp_Scene->addObject(new SceneObject(shader1, glm::mat4(1.0f), "level_test.dae", "model_duck.png"));
+// tmp_Scene->addObject(new SceneObject(shader1, glm::mat4(1.0f), "level_test.dae", "model_duck.png"));
//import("level_test.dae", tmp_Scene, shader1);