glUseProgram( unlit.theProgram );
glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
Vec4 lightColor = lights.getPointLightIntensity( light );
glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
scene.getCubeMesh().render( "flat" );
modelMatrix.pop();
}
}