void crpgCubeSetCamera(crpgCube *c, mat4_t *cam)
 {
+       if(cam == NULL){
+               err_output("Camera is NULL!");
+       }
        Cube_t *ct = (Cube_t *) c;
        crpgShaderUse(shader);
        unsigned int loc = glGetUniformLocation(crpgShaderID(shader), "camera");
        crpgShaderUse(0);
 }
 
-static bool printed = false;
+static int printed = 0;
 void crpgCubeRender(crpgCube *c)
 {
        crpgShaderUse(shader);
        ct->transform = m4_mul(ct->transform, ct->rotation);
        glUniformMatrix4fv(transformLoc, 1, GL_FALSE, &ct->transform);
        
-       if(!printed){
+       if(printed < 2){
                printf("cube transform\n");
                m4_print(ct->transform);
-               printed = true;
+               printed++;
        }
 
        glActiveTexture(GL_TEXTURE0);