private void RenderStackedLines()
        {
            GL.Begin(GL.LINES);

            while (lines.Count > 0)
            {
                int    last = lines.Count - 1;
                LineGL l    = lines[last];
                lines.RemoveAt(last);

                if (!DebugRenderChannels.IsChannelActive(l.channel))
                {
                    continue;
                }

                GL.Color(l.color);
                GL.Vertex(l.V1);
                GL.Vertex(l.V2);
            }

            GL.End();
        }
        private void RenderStackedTriangles()
        {
            GL.Begin(GL.TRIANGLES);

            while (triangles.Count > 0)
            {
                int        last = triangles.Count - 1;
                TriangleGL t    = triangles[last];
                triangles.RemoveAt(last);

                if (!DebugRenderChannels.IsChannelActive(t.channel))
                {
                    continue;
                }

                GL.Color(t.color);
                GL.Vertex(t.V3);
                GL.Vertex(t.V2);
                GL.Vertex(t.V1);
            }

            GL.End();
        }
        private void RenderStackedQuads()
        {
            GL.Begin(GL.QUADS);

            while (quads.Count > 0)
            {
                int    last = quads.Count - 1;
                QuadGL q    = quads[last];
                quads.RemoveAt(last);

                if (!DebugRenderChannels.IsChannelActive(q.channel))
                {
                    continue;
                }

                GL.Color(q.color);
                GL.Vertex(q.V3);
                GL.Vertex(q.V4);
                GL.Vertex(q.V2);
                GL.Vertex(q.V1);
            }

            GL.End();
        }