private void RenderControl_ContextCreated(object sender, GlControlEventArgs e) { GlControl glControl = (GlControl)sender; // Here you can allocate resources or initialize state Gl.MatrixMode(MatrixMode.Projection); Gl.LoadIdentity(); Gl.Ortho(OrthoLeft, OrthoRight, OrthoBottom, OrthoTop, -0.1, 10.0); Gl.Enable(EnableCap.Texture2d); Gl.Enable(EnableCap.Blend); Gl.Enable(EnableCap.DepthTest); //Set up Z Depth tests for drawing pixels Gl.DepthFunc(DepthFunction.Lequal); //Only draw something new if its z value is closer to the 'camera' Gl.DepthMask(true); Gl.ClearDepth(10f); Gl.ClearColor(36 / 255f, 71 / 255f, 143 / 255f, 1f); Gl.Enable(EnableCap.AlphaTest); //Set up Alpha tests for drawing pixels Gl.AlphaFunc(AlphaFunction.Greater, .05f); //Don't draw transparent pixels on polygons Gl.Enable(EnableCap.ScissorTest); Gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); Gl.EnableClientState(EnableCap.VertexArray); Gl.EnableClientState(EnableCap.TextureCoordArray); contextCreated = true; Console.Console.ConsoleSetup(); WorldData.WorldStartup(); Screen.ScreenStartup(); MaximizeBox = false; if (Save.SaveData.GameSettings.fullScreen) { FormBorderStyle = FormBorderStyle.None; WindowState = FormWindowState.Maximized; } if (Save.SaveData.GameSettings.VSync) { Wgl.SwapIntervalEXT(-1); //Swap Interval (V-Sync Enabled at 1 or -1) } else { Wgl.SwapIntervalEXT(0); } ResizeWindow(Save.SaveData.GameSettings.windowx, Save.SaveData.GameSettings.windowy); ResizeE(sender, e); LogicUtils.Logic.LogicStart(); }