initializeVertexBuffer(gl3);
texture = initializeTexture(gl3);
gl3.glGenVertexArrays(1, IntBuffer.wrap(vertexArrayObject));
gl3.glBindVertexArray(vertexArrayObject[0]);
gl3.glEnable(GL3.GL_CULL_FACE);
gl3.glCullFace(GL3.GL_BACK);
gl3.glFrontFace(GL3.GL_CW);
}