void window_Load(object sender, EventArgs e)
        {
            this.GraphicsContext = new DebugGraphicsContext(new OpenGLGraphicsContext());
            var locator = new ServiceLocator();

            locator.RegisterService <IGraphicsContext>(this.GraphicsContext);

            var resourceLoader = new ResourceLoader();

            resourceLoader.AddImportersAndProcessors(typeof(ResourceLoader).Assembly);

            this.Resourses = new ResourceContext(locator, new TypeReaderFactory(), new TypeWriterFactory(), resourceLoader,
                                                 Path.Combine(this.resourceFolder, "Assets"), this.resourceFolder);
            this.Resourses.ShouldSaveAllLoadedAssets = false;

            pixel = this.Resourses.LoadAsset <TextureAtlas>("Fonts\\Metro_W_Pixel.atlas")["pixel"];
            var effect = this.Resourses.LoadAsset <ShaderProgram>("Basic.effect");

            this.spriteBuffer = new SpriteBuffer(this.GraphicsContext, effect);
            this.guiRenderer  = new GUIRenderer(this.spriteBuffer, pixel);


            window.VSync = VSyncMode.Off;
            window.Keyboard.KeyRepeat = true;

            // Other state
            GraphicsContext.Enable(EnableCap.Blend);
            GraphicsContext.Enable(EnableCap.ScissorTest);
            GraphicsContext.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha);

            var factory = CreateGUIFactory();

            this.Load(factory);

            clock = new Clock();
        }
        void window_Load(object sender, EventArgs e)
        {
            this.GraphicsContext = new DebugGraphicsContext(new OpenGLGraphicsContext());
            var locator = new ServiceLocator();
            locator.RegisterService<IGraphicsContext>(this.GraphicsContext);

            var resourceLoader = new ResourceLoader();
            resourceLoader.AddImportersAndProcessors(typeof(ResourceLoader).Assembly);

            this.Resourses = new ResourceContext(locator, new TypeReaderFactory(), new TypeWriterFactory(), resourceLoader,
                                                        Path.Combine(this.resourceFolder, "Assets"), this.resourceFolder);
            this.Resourses.ShouldSaveAllLoadedAssets = false;

            pixel = this.Resourses.LoadAsset<TextureAtlas>("Fonts\\Metro_W_Pixel.atlas")["pixel"];
            var effect = this.Resourses.LoadAsset<ShaderProgram>("Basic.effect");
            this.spriteBuffer = new SpriteBuffer(this.GraphicsContext, effect);
            this.guiRenderer = new GUIRenderer(this.spriteBuffer, pixel);

            window.VSync = VSyncMode.Off;
            window.Keyboard.KeyRepeat = true;

            // Other state
            GraphicsContext.Enable(EnableCap.Blend);
            GraphicsContext.Enable(EnableCap.ScissorTest);
            GraphicsContext.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha);

            var factory = CreateGUIFactory();
            this.Load(factory);

            clock = new Clock();
        }
 public void Enable(EnableCap enableCap)
 {
     forwarding.Enable(enableCap);
     CheckGLError();
     GLCALLS++;
 }