45, WIDTH / HEIGHT, 0.1, 100) proj_loc = glGetUniformLocation(shader.program, "projection") glUniformMatrix4fv(proj_loc, 1, GL_FALSE, projection) view = cam.get_view_matrix() view_loc = glGetUniformLocation(shader.program, "view") glUniformMatrix4fv(view_loc, 1, GL_FALSE, view) light_loc = glGetUniformLocation(shader.program, "light_pos") glUniform3fv(light_loc, 1, light_pos) rot_y = pyrr.Matrix44.from_z_rotation(0.0001* glfw.get_time()) mesh1_mat = pyrr.matrix44.multiply(rot_y, mesh1_mat) model_loc = glGetUniformLocation(shader.program, "model") glUniformMatrix4fv(model_loc, 1, GL_FALSE, mesh1_mat) tex1.use() mesh1.use() glUniformMatrix4fv(model_loc, 1, GL_FALSE, mesh2_mat) tex2.use() mesh2.use() # glUniformMatrix4fv(model_loc, 1, GL_FALSE, mesh3_mat) # tex3.use() # mesh3.use() #scene.render() glfw.swap_buffers(window) # terminate glfw, free up allocated resources