/// <summary>
        /// Creates the render context provider. Must also create the OpenGL extensions.
        /// </summary>
        /// <param name="gl">The OpenGL context.</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="bitDepth">The bit depth.</param>
        /// <param name="parameter"></param>
        /// <returns></returns>
        public override bool Create(OpenGL gl, int width, int height, int bitDepth, object parameter)
        {
            this.gl = gl;

            //  Call the base class.
            base.Create(gl, width, height, bitDepth, parameter);

            uint[] ids = new uint[1];

            //  First, create the frame buffer and bind it.
            ids = new uint[1];
            gl.GenFramebuffersEXT(1, ids);
            frameBufferID = ids[0];
            gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, frameBufferID);

            //	Create the colour render buffer and bind it, then allocate storage for it.
            gl.GenRenderbuffersEXT(1, ids);
            colourRenderBufferID = ids[0];
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
            gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_RGBA, width, height);

            //	Create the depth render buffer and bind it, then allocate storage for it.
            gl.GenRenderbuffersEXT(1, ids);
            depthRenderBufferID = ids[0];
            gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);
            gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_DEPTH_COMPONENT24, width, height);

            //  Set the render buffer for colour and depth.
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_COLOR_ATTACHMENT0_EXT,
                                          OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
            gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT,
                                          OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);

            dibSectionDeviceContext = Win32.CreateCompatibleDC(deviceContextHandle);

            //  Create the DIB section.
            dibSection.Create(dibSectionDeviceContext, width, height, bitDepth);

            return(true);
        }