g the viewport into that
          // framebuffer reported by the current view, and using the
          // projection matrix and view transform from the current view.
          // We bound the framebuffer and viewport up above, and are passing
          // in the appropriate matrices here to be used when rendering.
          scene.draw(view.projectionMatrix, view.transform);
        }
      } else {
        // There's several options for handling cases where no pose is given.
        // The simplest, which 