float elapsedTime = getElapsedTime() / 1000.0f;
for ( Instance currInst : instanceList ) {
final Mat4 transformMatrix = currInst.constructMatrix( elapsedTime );
glUniformMatrix4( modelToCameraMatrixUnif, false, transformMatrix.fillAndFlipBuffer( mat4Buffer ) );
glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
}
glBindVertexArray( 0 );
glUseProgram( 0 );