public void render( GameObject object )
	{
		glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

		glEnable( GL_BLEND );
		glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
		object.renderAll( ambientShader, this );

		glBlendFunc( GL_ONE, GL_ONE );
		glDepthMask( false );
		glDepthFunc( GL_EQUAL );

		for ( BaseLight light : lights )
		{
			activeLight = light;
			object.renderAll( light.getShader(), this );
		}

		glDepthFunc( GL_LESS );
		glDepthMask( true );
		glDisable( GL_BLEND );
	}