//finds bounding sphere
m->need_bsphere();
float diameter = m->bsphere.r*2;
float xcenter = m->bsphere.center[0];
float ycenter = m->bsphere.center[1];
float zcenter = m->bsphere.center[2];
float zNear = 1.0;
float zFar = zNear + 5*diameter;
float left = xcenter-diameter;
float right = xcenter+diameter;
float bot = ycenter-diameter;
float top = ycenter + diameter;
//Compute Orthogonal projection matrix
Projection = glm::ortho(left,right,bot,top,zNear,zFar);
//Compute camera position matrix
View = glm::lookAt(glm::vec3(xcenter,ycenter,2*diameter), glm::vec3(xcenter,ycenter,zcenter), glm::vec3(0.0f,1.0f,0.0f));
//Model set at origin
Model = glm::mat4(1.0f);
mvp = Projection * View * Model;