function renderObj(){
gl.useProgram(objShaderProgramInfo.program);
const uniforms = {
tex2D: texture2D,
modelMatrix: modelMatrix,
viewMatrix: viewMatrix,
projMatrix: projMatrix,
eyePosition: m4.inverse(viewMatrix).slice(12, 15),
cubemap: textureParameters.cubemap,
enableCubeMap: textureParameters.enableCubeMap
};
twgl.setUniforms(objShaderProgramInfo, uniforms);
objBufferInfoArray.forEach((bufferInfo)=> {
twgl.setBuffersAndAttributes(gl, objShaderProgramInfo, bufferInfo);
twgl.drawBufferInfo(gl, bufferInfo, gl.TRIANGLES, bufferInfo.numElements);
}
);
}