mesh.bind();
} else {
combinedMatrix.set(projectionMatrix).mul(transformMatrix);
GL20 gl = Gdx.gl20;
gl.glDepthMask(false);
if (customShader != null) {
customShader.begin();
customShader.setUniformMatrix("u_proj", projectionMatrix);
customShader.setUniformMatrix("u_trans", transformMatrix);