glBindBuffer( GL_UNIFORM_BUFFER, lightUniformBuffer );
glBufferData( GL_UNIFORM_BUFFER, lightData.fillAndFlipBuffer( lightBlockBuffer ), GL_STREAM_DRAW );
glBindBuffer( GL_UNIFORM_BUFFER, 0 );
modelMatrix.push();
modelMatrix.rotateX( -90.0f );
glUseProgram( progStandard.theProgram );
glUniformMatrix4( progStandard.modelToCameraMatrixUnif, false,
modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );