.d);
          gl.uniform1i(program.uIllum, object.illum);

          // Bind
          gl.bindVertexArray(object.vao);
          gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, object.ibo);

          if (object.wireframe) {
            gl.uniform1i(program.uWireframe, 1);
            gl.drawElements(gl.LINES, object.indices.length, gl.UNSIGNED_SHORT, 0);
          }
          else {
            gl.uniform1i(program.uWireframe, 0);
            gl.drawElements(gl.TRIANGLES, object.indices.length, gl.UNSIGNED_SHORT, 