Set up uniform buffers for the camera. The camera still lacks a proper
controller on the lisp side, but you can create the matrix data in lisp.
The projection matrices use the "reverse-z" trick. When setting up depth
buffering in the (near) future, this needs to be considered.
The renderer now allows instancing. The way this works is by having to
vertex buffers. One contains the normal vertex geometry data, the other
contains per-instance data.