public void render(Entity entity, StaticShader shader)
        {
            TexturedModel model    = entity.model;
            RawModel      rawModel = model.rawModel;

            Gl.BindVertexArray(rawModel.vaoID);
            Gl.EnableVertexAttribArray(0);
            Gl.EnableVertexAttribArray(1);
            Gl.EnableVertexAttribArray(2);
            Matrix4f transformationMatrix = Maths.createTransformationMatrix(entity.position, entity.rotX, entity.rotY, entity.rotZ, entity.scale);

            shader.loadTransformationMatrix(transformationMatrix);
            ModelTexture texture = model.modelTexture;

            shader.loadVariables(texture.shineDamper, texture.reflectivity);
            Gl.ActiveTexture(TextureUnit.Texture0);
            Gl.BindTexture(TextureTarget.Texture2d, model.modelTexture.textureId);
            Gl.DrawElements(PrimitiveType.Triangles, rawModel.vertexCount, DrawElementsType.UnsignedInt, IntPtr.Zero);
            Gl.DisableVertexAttribArray(0);
            Gl.DisableVertexAttribArray(1);
            Gl.DisableVertexAttribArray(2);
            Gl.BindVertexArray(0);
        }
        static void Main(string[] args)
        {
            // Initialize OpenGL
            Gl.Initialize();

            // If the library isn't in the environment path we need to set it
            Glfw.ConfigureNativesDirectory("..\\..\\libs/glfw-3.2.1.bin.WIN32/lib-mingw");

            // Initialize the GLFW
            if (!Glfw.Init())
            {
                Environment.Exit(-1);
            }

            // Create a windowed mode window and its OpenGL context
            var window = Glfw.CreateWindow(width, height, "Unreal Engine 4");


            if (!window)
            {
                Glfw.Terminate();
                Environment.Exit(-1);
            }

            // set window icon
            Glfw.Image icon = Utils.getImage("..\\..\\res/logo.png");
            Glfw.SetWindowIcon(window, icon);

            // Make the window's context current
            Glfw.MakeContextCurrent(window);

            // create shaders after creating opengl context
            StaticShader shader = new StaticShader();


            // create loder and renderer
            Loader   loader   = new Loader();
            Renderer renderer = new Renderer(shader, new WinowInfo(width, height));

            // create model
            RawModel      model       = OBJLoader.loadObjModel("dragon", loader);
            ModelTexture  texture     = new ModelTexture(loader.loadTexture("..\\..\\res/purple.jpeg"));
            TexturedModel staticModel = new TexturedModel(model, texture);

            staticModel.modelTexture.shineDamper  = 10;
            staticModel.modelTexture.reflectivity = 0.0000001f;

            Entity entity = new Entity(staticModel, new Vertex3f(0, 0, -25), 0, 0, 0, 2);
            Light  light  = new Light(new Vertex3f(0, 0, -20), new Vertex3f(1f, 1f, 1f));

            Camera camera = new Camera();

            // Loop until the user closes the window
            while (!Glfw.WindowShouldClose(window))
            {
                entity.increaseRotation(0, 1, 0);

                // Render here
                camera.move(window);
                renderer.prepare();
                shader.start();
                shader.loadLight(light);
                shader.loadViewMatrix(camera);
                renderer.render(entity, shader);

                shader.stop();



                //Swap front and back buffers
                Glfw.SwapBuffers(window);

                // Poll for and process events
                Glfw.PollEvents();
            }

            // clean memory
            shader.cleanUP();
            loader.CleanUp();

            // terminate program
            Glfw.Terminate();
        }