+ glEnable( GL_DEPTH_TEST );
+ glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ SHADER_USE( colour_shader );
+ glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPvm" ), 1, GL_FALSE, (float *)m_pv );
+ glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );