// There are no matrix modes in GL20.
// Multiply the model-view matrix with the projection
// matrix and pass it to the shader program.
Matrix4f.multiply(_projection, _matrix, _matrix);
gl.glUniformMatrix4fv(_matrixLoc, 1, false, _matrix.getArray(), 0);
// Set the attribute location of the position, normal and texture
// coordinates
_cube.enableVertexAttrib(_positionLoc);
_cube.enableTexcoordAttrib(_texCoordLoc);