GLBitmap ConvertFromBGRA_To_RGBA(GLBitmap bgraBmp)
        {
            GLBitmap rgba_result = new GLBitmap(bgraBmp.Width, bgraBmp.Height);//create another from blank with the same size

            using (GLRenderSurface surface1 = new GLRenderSurface(bgraBmp.Width, bgraBmp.Height))
                using (GLRenderSurface surface2 = new GLRenderSurface(rgba_result, false))
                {
                    _pcx.AttachToRenderSurface(surface1);
                    _pcx.OriginKind = PixelFarm.Drawing.RenderSurfaceOrientation.LeftTop;
                    //------------------------------------------------------------------------------------
                    //after make the frameBuffer current
                    //then all drawing command will apply to frameBuffer
                    //do draw to frame buffer here
                    _pcx.Clear(PixelFarm.Drawing.Color.Black);
                    _pcx.DrawImage(bgraBmp, 0, 0);
                    //------------------------------------------------------------------------------------
                    _pcx.AttachToRenderSurface(null);
                    //after release current, we move back to default frame buffer again***

                    _pcx.AttachToRenderSurface(surface2);
                    _pcx.OriginKind = PixelFarm.Drawing.RenderSurfaceOrientation.LeftTop;
                    _pcx.Clear(PixelFarm.Drawing.Color.Black);
                    _pcx.DrawImage(surface1.GetGLBitmap(), 0, 0);
                    _pcx.AttachToRenderSurface(null);
                }
            return(rgba_result);
        }
        protected override void OnGLRender(object sender, EventArgs args)
        {
            _pcx.SmoothMode  = SmoothMode.Smooth;
            _pcx.StrokeColor = PixelFarm.Drawing.Color.Blue;
            _pcx.Clear(PixelFarm.Drawing.Color.White);
            _pcx.ClearColorBuffer();
            //-------------------------------
            _pcx.OriginKind = PixelFarm.Drawing.RenderSurfaceOrientation.LeftTop;
            if (!_isInit)
            {
                _glbmp  = DemoHelper.LoadTexture(RootDemoPath.Path + @"\logo-dark.png");
                _isInit = true;
            }
            if (_surface1.IsValid)
            {
                if (_frameBufferNeedUpdate)
                {
                    //------------------------------------------------------------------------------------
                    //framebuffer
                    _pcx.OriginKind = PixelFarm.Drawing.RenderSurfaceOrientation.LeftTop;
                    _pcx.AttachToRenderSurface(_surface1);
                    //after make the frameBuffer current
                    //then all drawing command will apply to frameBuffer
                    //do draw to frame buffer here
                    _pcx.Clear(PixelFarm.Drawing.Color.Red);
                    _pcx.DrawImageWithBlurX(_glbmp, 0, 0);
                    _pcx.AttachToRenderSurface(null);//switch to primary render surface
                    //------------------------------------------------------------------------------------
                    //framebuffer2

                    _pcx.AttachToRenderSurface(_surface2);
                    _pcx.OriginKind = PixelFarm.Drawing.RenderSurfaceOrientation.LeftTop;

                    //GLBitmap bmp2 = new GLBitmap(_frameBuffer.TextureId, _frameBuffer.Width, _frameBuffer.Height);
                    //bmp2.IsYFlipped = true;
                    //bmp2.IsBigEndianPixel = true;

                    _pcx.DrawImageWithBlurY(_surface1.GetGLBitmap(), 0, 0);
                    _pcx.AttachToRenderSurface(null);
                    //------------------------------------------------------------------------------------
                    //after release current, we move back to default frame buffer again***
                    _frameBufferNeedUpdate = false;
                }
                _pcx.DrawImage(_surface2.GetGLBitmap(), 0, 0);

                //_pcx.DrawFrameBuffer(_frameBuffer2, 0, 0, true);
            }
            else
            {
                _pcx.Clear(PixelFarm.Drawing.Color.Blue);
            }
            //-------------------------------
            SwapBuffers();
        }
        protected override void OnGLRender(object sender, EventArgs args)
        {
            _pcx.SmoothMode  = SmoothMode.Smooth;
            _pcx.StrokeColor = PixelFarm.Drawing.Color.Blue;
            _pcx.Clear(PixelFarm.Drawing.Color.White); //set clear color and clear all buffer
            _pcx.ClearColorBuffer();                   //test , clear only color buffer
            //-------------------------------
            if (!_isInit)
            {
                _glbmp  = DemoHelper.LoadTexture(RootDemoPath.Path + @"\logo-dark.jpg");
                _isInit = true;
            }

            PixelFarm.Drawing.RenderSurfaceOrientation prevOrgKind = _pcx.OriginKind; //save
            _pcx.OriginKind = PixelFarm.Drawing.RenderSurfaceOrientation.LeftTop;

            if (_surface1.IsValid)
            {
                if (_frameBufferNeedUpdate)
                {
                    _pcx.AttachToRenderSurface(_surface1);

                    _pcx.OriginKind = PixelFarm.Drawing.RenderSurfaceOrientation.LeftTop;
                    //------------------------------------------------------------------------------------
                    //after make the frameBuffer current
                    //then all drawing command will apply to frameBuffer
                    //do draw to frame buffer here
                    _pcx.Clear(PixelFarm.Drawing.Color.Black);
                    _pcx.DrawImage(_glbmp, 5, 5);
                    //------------------------------------------------------------------------------------
                    _pcx.AttachToRenderSurface(null);
                    //after release current, we move back to default frame buffer again***
                    _frameBufferNeedUpdate = false;
                }
                _pcx.OriginKind = PixelFarm.Drawing.RenderSurfaceOrientation.LeftTop;
                //_pcx.DrawFrameBuffer(_frameBuffer, 0, 0, true);

                for (int i = 0; i < 1; ++i)
                {
                    _pcx.DrawImage(_surface1.GetGLBitmap(), 100 + (i * 30), 200 + (i * 30));
                }
            }
            else
            {
                _pcx.Clear(PixelFarm.Drawing.Color.Blue);
            }
            //-------------------------------
            _pcx.OriginKind = prevOrgKind;//restore
        }
        protected override void OnGLRender(object sender, EventArgs args)
        {
            _pcx.SmoothMode  = SmoothMode.Smooth;
            _pcx.StrokeColor = PixelFarm.Drawing.Color.Blue;
            _pcx.Clear(PixelFarm.Drawing.Color.White);
            _pcx.ClearColorBuffer();
            //-------------------------------
            if (!_isInit)
            {
                _glbmp  = DemoHelper.LoadTexture(RootDemoPath.Path + @"\leaves.jpg");
                _isInit = true;
            }
            if (_surface1.IsValid)
            {
                if (_frameBufferNeedUpdate)
                {
                    //------------------------------------------------------------------------------------
                    //framebuffer
                    _pcx.AttachToRenderSurface(_surface1);
                    //after make the frameBuffer current
                    //then all drawing command will apply to frameBuffer
                    //do draw to frame buffer here
                    _pcx.Clear(PixelFarm.Drawing.Color.Red);
                    _pcx.DrawImageWithConv3x3(_glbmp, Mat3x3ConvGen.emboss, 0, 0);
                    _pcx.AttachToRenderSurface(null);

                    //after release current, we move back to default frame buffer again***
                    _frameBufferNeedUpdate = false;
                }
                //_pcx.DrawFrameBuffer(_frameBuffer, 0, 0, true);
                _pcx.DrawImage(_surface1.GetGLBitmap(), 0, 0);
            }
            else
            {
                _pcx.Clear(PixelFarm.Drawing.Color.Blue);
            }
            //-------------------------------
            SwapBuffers();
        }