// Save the old model view matrix
final Matrix4f m = new Matrix4f(modelview);
// Apply the local transformation
m.multiply(_transform.getMatrix());
// Bind the vertex and index buffers
gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, _buffers[0]);
gl.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, _buffers[1]);