glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
glUniform4f( unlit.objectColorUnif, 0.8078f, 0.8706f, 0.9922f, 1.0f );
cubeMesh.render( "flat" );
modelMatrix.pop();
}
modelMatrix.pop();
}
}