rendered paste bodyvoid onRender(float dt)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Camera.Render();
glGetFloatv(GL_MODELVIEW_MATRIX, pos);
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
RenderSkybox(/*VECTOR3D(pos[12], pos[13], pos[14])*/ Camera.Position, VECTOR3D(50.0, 50.0, 50.0));
glPopAttrib();
// updateParticleStorm(dt);
texture1->setActive(GL_TEXTURE0);
texture2->setActive(GL_TEXTURE1);
shader->begin();
object->onRender(true, shader);
shader->end();