currMatrix.rotateZ( gimbalAngles.angleZ );
drawGimbal( currMatrix, GimbalAxis.Z_AXIS, new Vec4( 1.0f, 0.3f, 0.3f, 1.0f ) );
glUseProgram( theProgram );
currMatrix.scale( 3.0f, 3.0f, 3.0f );
currMatrix.rotateX( -90.0f );
// Set the base color for this object.
glUniform4f( baseColorUnif, 1.0f, 1.0f, 1.0f, 1.0f );
glUniformMatrix4( modelToCameraMatrixUnif, false, currMatrix.top().fillAndFlipBuffer( mat4Buffer ) );