Vec4 lightColor = lights.getSunlightIntensity();
glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
scene.getSphereMesh().render( "flat" );
modelMatrix.pop();
}
// Render the lights
{
for ( int light = 0; light < lights.getNumberOfPointLights(); light++ ) {