//function to render stuff
void Object::render(const GLuint& program, TextureManager& textureManager){

	//Note to self : very very important!!! Otherwise you won't see anything! 
	glUseProgram(program);

	//bind the current object's texture

	for (auto iter = m_textureHandles.begin(); iter != m_textureHandles.end(); iter++)
	{
		if (cubemap)
		{
			textureManager.BindTextureCubeMap(iter->first, iter->second, program);
		}
		else
		{
			textureManager.BindTexture2D(iter->first, iter->second, program);
		}
	}

	//set the uniforms
	glUniform1i(glGetUniformLocation(program, "lightSwitch"), lightSwitch);
	glUniform4fv(glGetUniformLocation(program, "diffuseColor"), 1, diffuse);

	glm::mat4 scaleMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(scale[0], scale[1], scale[2]));
	glm::mat4 translateMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(translate[0], translate[1], translate[2]));
	glm::mat4 rotationMatrix_X = glm::rotate(glm::mat4(1.0f), angle[0], glm::vec3(1.0f, 0.0f, 0.0f));
	glm::mat4 rotationMatrix_Y = glm::rotate(glm::mat4(1.0f), angle[1], glm::vec3(0.0f, 1.0f, 0.0f));
	glm::mat4 rotationMatrix_Z = glm::rotate(glm::mat4(1.0f), angle[2], glm::vec3(0.0f, 0.0f, 1.0f));

	glm::mat4 modelMatrix = scaleMatrix * translateMatrix * rotationMatrix_X * rotationMatrix_Y * rotationMatrix_Z;

	glUniformMatrix4fv(glGetUniformLocation(program, "model"), 1, false, glm::value_ptr(modelMatrix));

	//bind the vao and draw the triangles
	glBindVertexArray(vao);
	glDrawArrays(GL_TRIANGLES, 0, faces.size() * 3 * 3);

	textureManager.unbindAllTextures();

	glUseProgram(0);
}