public override void Initialize() { GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); GL.Enable(EnableCap.Lighting); GL.Enable(EnableCap.Light0); cameraPlane = new Plane(); Resize(MainGameWindow.Window.Width, MainGameWindow.Window.Height); grid = new Grid(true); model = new OBJLoader("Assets/test_object.obj"); GL.Light(LightName.Light0, LightParameter.Position, new float[] { 0.0f, 0.5f, 0.5f, 0.0f }); GL.Light(LightName.Light0, LightParameter.Ambient, new float[] { 0f, 1f, 0f, 1f }); GL.Light(LightName.Light0, LightParameter.Diffuse, new float[] { 0f, 1f, 0f, 1f }); GL.Light(LightName.Light0, LightParameter.Specular, new float[] { 1f, 1f, 1f, 1f }); for (int i = 0; i < 6; i++) { frustum[i] = new Plane(); } MouseState mouse = OpenTK.Input.Mouse.GetState(); LastMousePosition = new Vector2(mouse.X, mouse.Y); viewMatrix = Move3DCamera(0f); }