public SkeletonRenderer (ref Skeleton Skele)
		{
			
			skele = Skele;
			Allocate ();
		}
		public void newinit(ref Skeleton skele)
		{
			GL.Enable(EnableCap.DepthTest);

			List<Vector4> vertices=new List<Vector4>();
			List<Matrix4> matriceses=new List<Matrix4>();
			List<ushort> bvhindices=new List<ushort>();

			bvh_to_vertices(skele.bones[0],ref vertices,ref bvhindices,ref matriceses);
			var bvh_elements = bvhindices.Count;

			GL.GenBuffers(1,out skele.VBOV);
			GL.BindBuffer(BufferTarget.ArrayBuffer, skele.VBOV);
			GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf<Vector4>() * vertices.Count), vertices.ToArray(), BufferUsageHint.DynamicDraw);
			GL.BindBuffer(BufferTarget.ArrayBuffer, 0);

			GL.GenBuffers(1,out skele.VBOI);
			GL.BindBuffer(BufferTarget.ElementArrayBuffer, skele.VBOI);
			GL.BufferData(BufferTarget.ElementArrayBuffer,(IntPtr)( Marshal.SizeOf<ushort>() * bvhindices.Count), bvhindices.ToArray(), BufferUsageHint.StaticDraw);
			GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);

			//int sLocPosition = shader1.attribute("position");

			GL.GenVertexArrays(1,out skele.VAO);
			GL.BindVertexArray(skele.VAO);

			GL.BindBuffer(BufferTarget.ArrayBuffer, skele.VBOV);
			GL.EnableVertexAttribArray(0);
			GL.VertexAttribPointer(0, 4, VertexAttribPointerType.Float,false, 0, 0);
			GL.BindBuffer(BufferTarget.ArrayBuffer, 0);

			GL.BindBuffer(BufferTarget.ElementArrayBuffer, skele.VBOI);

			GL.BindVertexArray(0);
		}
		public void display(ref Skeleton skele)
		{
			//GL.ClearColor(0.5f, 0.5f, 0.5f, 1.0f);
			//GL.ClearDepth(1.0);
			//GL.Clear(ClearBufferMask.ColorBufferBit | Clea);


			//shader1.use();

			List<Vector4> vertices=new List<Vector4>();
			List<Matrix4> matrices=new List<Matrix4>();
			List<ushort> bvhindices=new List<ushort>();

			bvh_to_vertices(skele.bones[0],ref vertices,ref bvhindices,ref matrices);
			var bvh_elements = bvhindices.Count;
			var mats = matrices.ToArray ();
			//GL.Enable (EnableCap.Light0);
			//GL.light
			//GL.LoadMatrix(ref skele.MVP);
			//GL.ShadeModel (ShadingModel.Flat);
			GL.LoadMatrix(ref skele.MVP);
			//foreach (var childBone in skele.bones[0].Children)
			DisplayOcta (skele.bones[0]);
			GL.UseProgram(Shader.shaders["SkeletonShader"].Program);
			GL.UniformMatrix4(GL.GetUniformLocation(Shader.shaders["SkeletonShader"].Program,"mvp_matrix"), false,ref skele.MVP);

			update(ref skele);
			GL.BindVertexArray(skele.VAO);

			GL.PointSize(5);
			GL.DrawElements(PrimitiveType.Lines, bvh_elements,DrawElementsType.UnsignedShort , (IntPtr)0);
			GL.LineWidth(3);
			GL.DrawElements(PrimitiveType.Points, bvh_elements, DrawElementsType.UnsignedShort, (IntPtr)0);
			GL.PointSize(1);
			GL.LineWidth(1);


			GL.BindVertexArray(0);

		}
		public void update(ref Skeleton skele)
		{

			List<Vector4> vertices=new List<Vector4>();
			List<ushort> bvhindices=new List<ushort>();
			List<Matrix4> matrices=new List<Matrix4>();

			bvh_to_vertices(skele.bones[0],ref vertices,ref bvhindices,ref matrices);

			GL.BindBuffer(BufferTarget.ArrayBuffer, skele.VBOV);
			GL.BufferData(BufferTarget.ArrayBuffer,(IntPtr)( Marshal.SizeOf<Vector4>() * vertices.Count),vertices.ToArray(),BufferUsageHint.DynamicDraw);
			GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
		}