/// <summary>
 /// 在使用<see cref="VertexArrayObject"/>后,此方法只会执行一次。
 /// </summary>
 /// <param name="e"></param>
 /// <param name="shaderProgram"></param>
 public override void Render(RenderEventArgs e, Shaders.ShaderProgram shaderProgram)
 {
     uint location = shaderProgram.GetAttributeLocation(this.VarNameInVertexShader);
     GL.BindBuffer(BufferTarget.ArrayBuffer, this.BufferID);
     GL.VertexAttribPointer(location, this.DataSize, this.DataType, false, 0, IntPtr.Zero);
     GL.EnableVertexAttribArray(location);
 }