glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
MatrixStack modelMatrix = new MatrixStack();
modelMatrix.setMatrix( viewPole.calcMatrix() );
final Mat4 worldToCamMat = modelMatrix.top();
LightBlockGamma lightData = lights.getLightInformationGamma( worldToCamMat );
lightData.gamma = gamma;
glBindBuffer( GL_UNIFORM_BUFFER, lightUniformBuffer );
glBufferSubData( GL_UNIFORM_BUFFER, 0, lightData.fillAndFlipBuffer( lightBlockBuffer ) );