public void Initialize() { GL.ClearColor(0.5f, 0.5f, 0.5f, 1f); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); GL.Enable(EnableCap.Multisample); geoShader.Initialize(VertexShaders.MVPTransformed, FragmentShaders.SolidColor); spriteShader.Initialize(VertexShaders.MVPTransformed, FragmentShaders.Textured); texture.Allocate(); origin.Allocate(); origin.SetData(PrimitiveType.Lines, new Vertex[] { new Vertex(-10000, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0), new Vertex(10000, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0), new Vertex(0, -10000, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0), new Vertex(0, 10000, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0) }, new int[] { 0, 1, 2, 3 }, false ); quad.Allocate(); }