Within the render method, use the following code:
glClear(GL_COLOR_BUFFER_BIT); glm::mat4 rotationMatrix = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0.0f,0.0f,1.0f));GLuint location = glGetUniformLocation(programHandle, "RotationMatrix"); if( location >= 0 ) { glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(rotationMatrix)); } glBindVertexArray(vaoHandle); glDrawArrays(GL_TRIANGLES, 0, 3 );