void RenderManager::BuildProjectionMatrix()
{
	Matrix4x4 projection;
	projection.Projection(activeCamera->GetFieldOfView(), (GLfloat)activeCamera->GetWindowWidth()/(GLfloat)activeCamera->GetWindowHeight(), activeCamera->GetNearClipPlane(), activeCamera->GetFarClipPlane());
	ConvertToOpenGLMatrix(projection, projectionMatrix);
}