private void setupLight(IILSupportsLight shape)
        {
            GL.Enable(EnableCap.Lighting);
            GL.Enable(EnableCap.ColorMaterial);
            //GL.Enable(EnableCap.Normalize);
            GL.ColorMaterial(MaterialFace.FrontAndBack, ColorMaterialParameter.AmbientAndDiffuse);

            //GL.LightModel(LightModelParameter.LightModelAmbient, 0.2f);
            float[] tmp = new float[4] {
                shape.Material.Specular.R / 255f
                , shape.Material.Specular.G / 255f
                , shape.Material.Specular.B / 255f
                , shape.Material.Specular.A / 255f
            };
            GL.Materialv(MaterialFace.FrontAndBack, MaterialParameter.Specular, tmp);

            GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, shape.Material.Shininess);

            tmp = new float[4] {
                shape.Material.Emission.R / 255f
                , shape.Material.Emission.G / 255f
                , shape.Material.Emission.B / 255f
                , shape.Material.Emission.A / 255f
            };
            GL.Materialv(MaterialFace.FrontAndBack, MaterialParameter.Emission, tmp);
        }
        private void setupLight(IILSupportsLight shape) {
            GL.Enable(EnableCap.Lighting);
            GL.Enable(EnableCap.ColorMaterial);
            //GL.Enable(EnableCap.Normalize); 
            GL.ColorMaterial(MaterialFace.FrontAndBack,ColorMaterialParameter.AmbientAndDiffuse);
            
            //GL.LightModel(LightModelParameter.LightModelAmbient, 0.2f);
            float[] tmp = new float[4] { 
                  shape.Material.Specular.R / 255f
                , shape.Material.Specular.G / 255f
                , shape.Material.Specular.B / 255f
                , shape.Material.Specular.A / 255f};
            GL.Materialv(MaterialFace.FrontAndBack, MaterialParameter.Specular, tmp);

            GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, shape.Material.Shininess );

            tmp = new float[4] { 
                  shape.Material.Emission.R / 255f
                , shape.Material.Emission.G / 255f
                , shape.Material.Emission.B / 255f
                , shape.Material.Emission.A / 255f};
            GL.Materialv(MaterialFace.FrontAndBack, MaterialParameter.Emission, tmp); 
            
        }