void init() {
		FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
		FloatBuffer normalsBuffer = BufferUtils.createFloatBuffer(normals.length);
		FloatBuffer uvsBuffer = BufferUtils.createFloatBuffer(uvs.length);
		ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indices.length);
		verticesBuffer.put(vertices);
		normalsBuffer.put(normals);
		uvsBuffer.put(uvs);
		indicesBuffer.put(indices);
		verticesBuffer.flip();
		normalsBuffer.flip();
		uvsBuffer.flip();
		indicesBuffer.flip();
		verticesVBO = glGenBuffers();
		normalsVBO = glGenBuffers();
		uvsVBO = glGenBuffers();
		indicesVBO = glGenBuffers();
		glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);
		glBufferData(GL_ARRAY_BUFFER, verticesBuffer, GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, normalsVBO);
		glBufferData(GL_ARRAY_BUFFER, normalsBuffer, GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, uvsVBO);
		glBufferData(GL_ARRAY_BUFFER, uvsBuffer, GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesVBO);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

		shader = ShaderLoader.loadShader(
				ResLoader.loadAsStream("shaders/cubelet.vert"),
				ResLoader.loadAsStream("shaders/cubelet.frag"));

	}