This solves a problem where the same lightning would get bound later and
retain an incorrect matrix due to already being bound. It's not really a
proper fix but works in the most common cases.
Texturing::unbind();
Texture::unbind_from(0);
Material::unbind();
Texturing::unbind();
Texture::unbind_from(0);
Material::unbind();
Program::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();
Program::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();