void display( void )
{
	int i;
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

	glUniformMatrix4fv(perspectiveMatLoc, 1, true, Perspective(60, 1.0, 0.01, 100));
	glUniformMatrix4fv( camMatLoc, 1, true, camera.getTransformationMatrix() );

	for (i = 0; i < NUM_LIGHTS; i++) {
		Light[i].setValues();
	}
	glUniform1f(MatProp.shinyid, MatProp.values.shininess);

	world.drawActors();

	glFlush();
}