vertices.write(gl, 0, numElems);
colors.write(gl, 0, numElems);
shaderState.setUniform(gl, "in_Matrix", 4, 4, pmv.glGetMvMatrixf());
gl.glClear(GL3.GL_COLOR_BUFFER_BIT);
gl.glDrawArrays(GL3.GL_POINTS, 0, numElems);
vao.unbind(gl);
shaderState.unbind(gl);
} catch (Throwable t) {