glBindBuffer( GL_UNIFORM_BUFFER, lightUniformBuffer );
glBufferSubData( GL_UNIFORM_BUFFER, 0, lightData.fillAndFlipBuffer( lightBlockBuffer ) );
glBindBuffer( GL_UNIFORM_BUFFER, 0 );
{
modelMatrix.push();
scene.draw( modelMatrix, materialBlockIndex, lights.getTimerValue( "tetra" ) );
modelMatrix.pop();
}