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;
        }