// Create system responsible for rendering lights, shadows, materials, etc.
renderer = new Crystal_Renderer();
renderer.SetRenderEnable(true);
renderer.SetDrawEnable(true); // disable it if using post processing
renderer.SetMaterialsEnable(true);
renderer.SetHDREnable(true);
renderer.SetCullingEnable(true);
renderer.SetCullingSettings(300);
renderer.SetLightsBlendmode(CRYSTAL_LIGHTS_BLENDMODE.MULTIPLY);
renderer.SetAmbientColor(c_black);
renderer.SetAmbientIntensity(0);
// Enable depth buffer and alpha test
gpu_set_zwriteenable(true);
gpu_set_ztestenable(true);
gpu_set_alphatestenable(true);
gpu_set_alphatestref(1);
application_surface_draw_enable(false);