void SphereObject::setRenderState( void )
{	
	// Bind the texture
	GLuint textureID = TextureMan::Find( this->Texture );
	glBindTexture(GL_TEXTURE_2D, textureID);

	CameraObject *cam = CameraMan::GetCurrCamera();

	// set the shader
		// modelViewProj matrix, stock shader.
			Matrix mvp = this->ModelView * cam->getProjMatrix();
			shaderManager.UseStockShader( GLT_SHADER_FLAT,
											&mvp,
											&this->lightColor );

			// set render states
			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
			glEnable(GL_CULL_FACE);
};