function render(modelMatrix){
const uniforms = {
tex2D: texture2D,
modelMatrix: modelMatrix,
viewMatrix: viewMatrix,
projMatrix: projMatrix,
lightPosOrDir: lightParameters.lightType == "point"? [...lightPosition, 1] : [...lightDirection, 0],
eyePosition: m4.inverse(viewMatrix).slice(12, 15),
ambientIntensity: misc.ambient,
K_s: misc.K_s,
material: materialProperty.material,
roughness: materialProperty.roughness,
};
twgl.setUniforms(programInfo, uniforms);
bufferInfoArray.forEach((bufferInfo)=> {
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
twgl.drawBufferInfo(gl, bufferInfo, gl.TRIANGLES, bufferInfo.numElements);
}
);
}