// Load the vertex data
glContext.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, buffer);
glContext.vertexAttribPointer(vertexPositionAttribute, 3, WebGLRenderingContext.FLOAT, false, 0, 0);
glContext.vertexAttribPointer(textureCoordAttribute, 2, WebGLRenderingContext.FLOAT, false, 0, texCoordsOffset);
WebGLUniformLocation mvUniform = glContext.getUniformLocation(shaderProgram, "projectionMatrix");
perspectiveMatrix = MatrixUtil.createPerspectiveMatrix(45, 1.0f, 0.1f, 100);
translationMatrix = MatrixUtil.createTranslationMatrix(0, 0, translateZ);
rotationMatrix = MatrixUtil.createRotationMatrix(camera.getRotationXAxis(), camera.getRotationYAxis(), 0);
resultingMatrix = perspectiveMatrix.multiply(translationMatrix).multiply(rotationMatrix);