private static void setUpStates() {
   glShadeModel(GL_SMOOTH);
   glEnable(GL_DEPTH_TEST);
   glEnable(GL_LIGHTING);
   glEnable(GL_LIGHT0);
   glLightModel(
       GL_LIGHT_MODEL_AMBIENT,
       BufferTools.asFlippedFloatBuffer(new float[] {0.05f, 0.05f, 0.05f, 1f}));
   glLight(GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(new float[] {0, 0, 0, 1}));
   glEnable(GL_CULL_FACE);
   glCullFace(GL_BACK);
   glEnable(GL_COLOR_MATERIAL);
   glColorMaterial(GL_FRONT, GL_DIFFUSE);
   glColor3f(0.4f, 0.27f, 0.17f);
   glMaterialf(GL_FRONT, GL_SHININESS, 10f);
   if (GLContext.getCapabilities().GL_ARB_depth_clamp) {
     glEnable(ARBDepthClamp.GL_DEPTH_CLAMP);
   }
 }
 private static void render() {
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glLoadIdentity();
   camera.applyTranslations();
   glUseProgram(currentShaderProgram);
   glLight(
       GL_LIGHT0,
       GL_POSITION,
       BufferTools.asFlippedFloatBuffer(camera.x(), camera.y(), camera.z(), 1));
   glDrawArrays(GL_TRIANGLES, 0, model.faces.size() * 3);
 }
 private static void setUpVBOs() {
   int[] vbos;
   try {
     model = OBJLoader.loadModel(new File(MODEL_LOCATION));
     int vboVertexHandle = glGenBuffers();
     int vboNormalHandle = glGenBuffers();
     FloatBuffer vertices = BufferTools.reserveData(model.faces.size() * 9);
     FloatBuffer normals = BufferTools.reserveData(model.faces.size() * 9);
     for (Face face : model.faces) {
       vertices.put(BufferTools.asFloats(model.vertices.get((int) face.vertex.x - 1)));
       vertices.put(BufferTools.asFloats(model.vertices.get((int) face.vertex.y - 1)));
       vertices.put(BufferTools.asFloats(model.vertices.get((int) face.vertex.z - 1)));
       normals.put(BufferTools.asFloats(model.normals.get((int) face.normal.x - 1)));
       normals.put(BufferTools.asFloats(model.normals.get((int) face.normal.y - 1)));
       normals.put(BufferTools.asFloats(model.normals.get((int) face.normal.z - 1)));
     }
     vertices.flip();
     normals.flip();
     glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
     glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
     glEnableVertexAttribArray(attributeVertex);
     glVertexAttribPointer(attributeVertex, 3, false, 0, vertices);
     glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle);
     glEnableVertexAttribArray(attributeNormal);
     glBufferData(GL_ARRAY_BUFFER, normals, GL_STATIC_DRAW);
     glNormalPointer(GL_FLOAT, 0, 0L);
     // TODO: This really isn't finished yet. :-(
   } catch (FileNotFoundException e) {
     e.printStackTrace();
     cleanUp();
     System.exit(1);
   } catch (IOException e) {
     e.printStackTrace();
     cleanUp();
     System.exit(1);
   }
 }