func (sky *Sky) Render() {
	gl.Disable(gl.DEPTH_TEST)
	sky.skyShader.Use()
	view := mgl32.LookAtV(mgl32.Vec3{}, ActiveCamera.GetForward(), mgl32.Vec3{0, 1, 0})
	sky.skyShader.View.Set(view)
	sky.skyShader.Projection.Set(Window.GetProjection())
	sky.skyShader.DirectionalLightBuffer.Set(GetDirectionalLightBuffer())
	gl.BindVertexArray(sky.vao)
	gl.DrawArrays(gl.TRIANGLES, 0, 2*3)
	gl.BindVertexArray(0)
	gl.Enable(gl.DEPTH_TEST)
}
// Render renders the sky. This should always be rendered before any other part of the scene.
Render renders the sky. This should always be rendered before any other part of the scene.
// Render renders the sky . This should always be rendered before any other part of the scene .
func (sky *Sky) Render() {
	gl.Disable(gl.DEPTH_TEST)
	sky.skyShader.Use()
	view := mgl32.LookAtV(mgl32.Vec3{}, ActiveCamera.GetForward(), mgl32.Vec3{0, 1, 0})
	sky.skyShader.View.Set(view)
	sky.skyShader.Projection.Set(Window.GetProjection())
	sky.skyShader.DirectionalLightBuffer.Set(GetDirectionalLightBuffer())
	gl.BindVertexArray(sky.vao)
	gl.DrawArrays(gl.TRIANGLES, 0, 2*3)
	gl.BindVertexArray(0)
	gl.Enable(gl.DEPTH_TEST)
}
func ( sky * Sky ) Render ( ) { gl . Disable ( gl . DEPTH_TEST ) sky . skyShader . Use ( ) view := mgl32 . LookAtV ( mgl32 . Vec3 { } , ActiveCamera . GetForward ( ) , mgl32 . Vec3 { 0 , 1 , 0 } ) sky . skyShader . View . Set ( view ) sky . skyShader . Projection . Set ( Window . GetProjection ( ) ) sky . skyShader . DirectionalLightBuffer . Set ( GetDirectionalLightBuffer ( ) ) gl . BindVertexArray ( sky . vao ) gl . DrawArrays ( gl . TRIANGLES , 0 , 2 * 3 ) gl . BindVertexArray ( 0 ) gl . Enable ( gl . DEPTH_TEST ) }
Render renders the sky.
Render renders the sky .