Setup all the needed attributes.
    gl.bindVertexArray(vao);

    // Set the uniforms that are the same for all objects.
    twgl.setUniforms(uniformSetters, uniformsThatAreTheSameForAllObjects);

    // Draw objects
    objects.forEach(function(object) {

      // Compute a position for this object based on the time.
      var worldMatrix = m4.identity();
      worldMatrix = m4.yRotate(worldMatrix, object.yRotation * time);
      worldMatrix = m4.xRotate(worldMatrix, object.xRotation * time);
      worldM