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


		glBindTexture(GL_TEXTURE_2D, texture.id);

		glTranslatef(1*HouseGenerator.tWidth*globalWidth2*0.5f, 0f, 1*HouseGenerator.tDepth*globalHeight2*0.5f);
		glRotatef(-1, 0, 1, 0);
		glTranslatef(-1*HouseGenerator.tWidth*globalWidth2*0.5f, 0f, -1*HouseGenerator.tDepth*globalHeight2*0.5f);

		System.out.println("X " + globalX + " Y " + globalY);
		
		//System.out.println(globalWidth2);
		

		//glTranslatef(-1*HouseGenerator.tWidth*globalWidth2, 0, -1*HouseGenerator.tDepth*globalHeight2);
		//globalX += -1*HouseGenerator.tWidth*globalWidth2;
		//globalY += -1*HouseGenerator.tDepth*globalHeight2;

		//System.out.println(vboVertexIDs.length);
		

		for (int i = 0; i < vboVertexIDs.length; i++) 
		{
			glTranslatef(HouseGenerator.tWidth, 0, 0);
			//glTranslatef(0, 0, HouseGenerator.depthS);
			//glTranslatef(HouseGenerator.widthS, 0, HouseGenerator.depthS);
			globalX += HouseGenerator.tWidth;

			int vboVertexID = vboVertexIDs[i];
			int vertCount = vertCounts[i];
			
			glBindBuffer(GL_ARRAY_BUFFER, vboVertexID);
			glVertexPointer(3, GL_FLOAT, 0, 0);

			glBindBuffer(GL_ARRAY_BUFFER, vboTexID);
			glTexCoordPointer(3, GL_FLOAT, 0, 0);

			glEnableClientState(GL_VERTEX_ARRAY);
			glEnableClientState(GL_TEXTURE_COORD_ARRAY);

			glDrawArrays(GL_QUADS, 0, vertCount);

			glDisableClientState(GL_VERTEX_ARRAY);
			glDisableClientState(GL_TEXTURE_COORD_ARRAY);
			if((i+1) % globalWidth2 == 0)
			{
				//System.out.println("X " + globalX + " Y " + globalY);

				glTranslatef(-1*HouseGenerator.tWidth*(globalWidth2), 0, HouseGenerator.tDepth);
				globalX += -1*HouseGenerator.tWidth*(globalWidth2);
				globalY += HouseGenerator.tDepth;
				//System.out.println(i);
				
				//System.out.println("X " + globalX + " Y " + globalY);
				
			}

			//System.out.println("X " + globalX + " Y " + globalY);
		}

		glTranslatef(0, 0, -1*HouseGenerator.tDepth*(globalHeight2));
		globalY += -1*HouseGenerator.tDepth*(globalHeight2);

		Util.checkGLError();
	}