modelMatrix.translate( new Vec3( 0.0f, 0.0f, -viewPole.getView().radius ) );
glDisable( GL_DEPTH_TEST );
glDepthMask( false );
glUseProgram( unlit.theProgram );
glUniformMatrix4( unlit.modelToCameraMatrixUnif, false, modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
glUniform4f( unlit.objectColorUnif, 0.25f, 0.25f, 0.25f, 1.0f );
cubeMesh.render( "flat" );
glDepthMask( true );
glEnable( GL_DEPTH_TEST );
glUniform4f( unlit.objectColorUnif, 1.0f, 1.0f, 1.0f, 1.0f );