cale, color, bufferInfo} of scene) {
    // calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
    twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
    
    let mat = m3.identity();
    mat = m3.translate(mat, x, y);
    mat = m3.rotate(mat, rotation);
    mat = m3.scale(mat, scale, scale);

    // calls gl.uniformXXX
    twgl.setUniforms(programInfo, {
      u_matrix: m3.multiply(viewProjectionMat, mat),
      u_color: color,
    });

    // calls gl.drawArrays or gl.drawElem