private void GLElement_GLRenderStarted(object sender, EventArgs e)
        {
            #region FBO start
            if (UseFrameBuffer)
            {
                FBO.Activate();
                FBO.FBOInitializeView(GLElement1.PerspectiveProjection, TransformOuter.Location.Z);
            }
            else
            {
                FBO.Deactivate();
            }
            #endregion

            RenderToBuffer();

            #region FBO finish
            if (UseFrameBuffer)
            {
                FBO.Deactivate();

                GLElement1.InitializeView();
                GL.ClearColor(0, .3f, .5f, 1);
                GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
                GL.LoadIdentity();

                // Now bind the texture to use it
                GL.ActiveTexture(TextureUnit.Texture0);
                FBO.Bind();
                GLHelpers.Color4(Colors.Black); // to prevent it from being transparent

                // Tranform
                TransformOuter.Apply();

                // Render with shader
                LightingShaderProgram.Texture1 = FBO.Texture;
                LightingShaderProgram.Activate();
                //GLHelpers.Plane(1.3, 1.3, 0); // put it on a plane
                GLHelpers.Cube2D(1.7); // put it on a cube

                // Do some cleanup
                TransformOuter.Remove();
                Texture2D.Disable2DTextures();
                ShaderProgram.DisableShaders();
            }
            #endregion
        }