public void Render() { GL.ClearColor(0.0f, 0.5f, 0.0f, 1.0f); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit); textRenderer.Begin(); renderer.CurrentMaterial.Parameters["texture"] = fontStyle.Texture; Rectangle bounds; fontStyle.Print(textRenderer.TextBuffer.Mesh, 0.0f, 0.0f, 0.0f, "Snake", out bounds); textRenderer.Frame.LocalToParent.SetTranslation( (float)(int)((renderer.CurrentViewport.Width / 2) - (bounds.Size.X / 2)), //(float)(int)((renderer.CurrentViewport.Width / 2) - (bounds.Size.X / 2)), (float)(int)((renderer.CurrentViewport.Height / 2)), //0.0f, //(float)(int)((renderer.CurrentViewport.Height / 2) - (bounds.Size.Y / 2)), 0.0f ); textRenderer.Camera.UpdateModelFrame(textRenderer.Frame); renderer.ForceRebindUniforms = true; renderer.RenderCurrent(); renderer.ForceRebindUniforms = false; }