te.baseLayer;

            gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);

            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

            for (let view of pose.views) {
                view.requestViewportScale(scale);

                let viewport = glLayer.getViewport(view);
                gl.viewport(viewport.x, viewport.y,
                            viewport.width, viewport.height);

                scene.draw(view.projectionMatrix, view.transform);
            }
          }

