static void setup (void)
{
	glClearColor( 0.8,0.8,0.8,1.0 );

	// Load textures
	init_texture("Textures\\cylinderWall.bmp",	CYLINDER_WALL, textures);
	init_texture("Textures\\cylinderCap.bmp",	CYLINDER_CAP, textures);
	init_texture("Textures\\Front.bmp",			BUILD_FRONT, textures);
	init_texture("Textures\\BuildRight.bmp",	BUILD_RIGHT, textures);
	init_texture("Textures\\Concrete.bmp",		CONCRETE, textures);
	init_texture("Textures\\Skybox.bmp",		SKYBOX, textures);

	// Cylinder building
	cylinder.initialize(CYLINDER_WALL, CYLINDER_CAP);
	step1.initialize(CONCRETE, CYLINDER_CAP);
	step2.initialize(CONCRETE, CYLINDER_CAP);

	// Rectangle buildings
	build_front.initialize(BUILD_FRONT, BUILD_FRONT);
	build_right.initialize(BUILD_RIGHT, CONCRETE);
	foundation.initialize(CONCRETE, CONCRETE);

	// Water
	water.build();

	// Sky
	sky.initialize(SKYBOX);

	// Directional light
	sun.init();

	// Spot light
	spLight.init();

	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_CULL_FACE);
	glFrontFace(GL_CCW);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}