internal unsafe void Render(GLContext context) { if (!_enabled) { return; } if (_materials.Count != 0) { _materials[0].Bind(context, _textureIds); } else { return; } context.glEnable(GLEnableCap.Texture2D); foreach (GLPrimitive prim in _primitives) { prim.Render(context, _textureIds); } context.glDisable((uint)GLEnableCap.Texture2D); }