void LineRender::draw(glm::mat4 camMatrix) const
	{
		activateContext();

		glm::mat4 MVP = camMatrix * ModelMatrix; // Remember, matrix multiplication is the other way around

		shader->Use();
		glUniformMatrix4fv(shader->addUniform("projection"), 1, GL_FALSE, &MVP[0][0]);

		glBindVertexArray(this->vertexArrayObject);
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 8);

		deactivateContext();
	}
void HeadlessView::deactivate() {
    deactivateContext();
    active = false;
}