private void glDisplay_KeyDown(object sender, KeyEventArgs e)
        {
            bool hasFocus = this.Focused;

            if (!hasFocus)
            {
                foreach (Control ctl in this.Controls)
                {
                    if (ctl.Focused)
                    {
                        hasFocus = true;
                        break;
                    }
                }
            }
            if (hasFocus)
            {
                //Move camera here

                if (e.KeyData == Keys.W)
                {
                    SFCamera.Movement(false, 6.0f);
                }

                if (e.KeyData == Keys.S)
                {
                    SFCamera.Movement(false, -6.0f);
                }

                if (e.KeyData == Keys.A)
                {
                    SFCamera.Movement(true, -6.0f);
                }

                if (e.KeyData == Keys.D)
                {
                    SFCamera.Movement(true, 6.0f);
                }

                if (e.KeyData == Keys.T)
                {
                    SFCamera.Movement(false, 24.0f);
                }

                if (e.KeyData == Keys.G)
                {
                    SFCamera.Movement(false, -24.0f);
                }

                if (e.KeyData == Keys.F)
                {
                    SFCamera.Movement(true, -24.0f);
                }

                if (e.KeyData == Keys.H)
                {
                    SFCamera.Movement(true, 24.0f);
                }
            }
        }
 private void glDisplay_MouseMove(object sender, MouseEventArgs e)
 {
     if (Mouse.IsClicked)
     {
         SFCamera.MouseMove(e.X, e.Y);
     }
 }
 private void glDisplay_Load(object sender, EventArgs e)
 {
     if (LicenseManager.UsageMode == LicenseUsageMode.Designtime)
     {
         return;
     }
     SFCamera.Reset();
     //If there are unitialized-related errors, it's probably setting this too early
     GL.ClearColor(Color.CornflowerBlue);
     SetupViewport();
     GLLoaded = true;
 }