currMatrix.setMatrix( calcLookAtMatrix( camPos, camTarget, new Vec3( 0.0f, 1.0f, 0.0f ) ) );
glUseProgram( theProgram );
{
currMatrix.push();
currMatrix.scale( 100.0f, 1.0f, 100.0f );
glUniform4f( baseColorUnif, 0.2f, 0.5f, 0.2f, 1.0f );
glUniformMatrix4( modelToCameraMatrixUnif, false, currMatrix.top().fillAndFlipBuffer( mat4Buffer ) );