protected override void OnRenderFrame(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); render.Draw(scene); Context.SwapBuffers(); base.OnRenderFrame(e); }
internal void Draw() { if (Debugger.IsAttached) { CurrentFrame.Draw(); } else { try { CurrentFrame.Draw(); } catch (Exception error) { game.ProcessReportError(error); } } }