+ glm::vec4 lightColor(1, 1, 1, 1);
+
+ glViewport(0, 0, WIDTH, HEIGHT);
+ /* drawPyramids(d, lightPos, lightColor); */
+ drawLight(d, lightPos, lightColor);
+
+ glUseProgram(solidProgId);
+ setProjectionAndViewUniforms(solidProgId);
+ setLightColorAndPos(solidProgId, lightPos, lightColor);
+ GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
+ glm::vec4 c(1.f, 0, 1.f, 1.f);
+ glUniform4fv(colorLoc, 1, glm::value_ptr(c));
+ GLuint modelLoc = glGetUniformLocation(solidProgId, "model");
+ glm::mat4 model(1);
+ model = glm::scale(model, glm::vec3(2.0));
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+ monkeyHead->draw();
+ model = glm::translate(model, glm::vec3(3, 0, 0));
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+ chest->draw();
+
+ /* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
+
+ /* glClear(GL_DEPTH_BUFFER_BIT); */
+
+ /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */
+
+ /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */
+
+ /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */
+
+ /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */