public void Initialize() { loaded = true; glControl.CreateControl(); HeadPoints.Initialize(HeadPointsCount); HeadPoints.RenderCamera = camera; HeadPoints.GenerateSphere(0.3f, 5, 5); idleShader = new ShaderController("idle.vs", "idle.fs"); idleShader.SetUniformLocation("u_UseTexture"); idleShader.SetUniformLocation("u_Color"); idleShader.SetUniformLocation("u_Texture"); idleShader.SetUniformLocation("u_BrushMap"); idleShader.SetUniformLocation("u_TransparentMap"); idleShader.SetUniformLocation("u_World"); idleShader.SetUniformLocation("u_WorldView"); idleShader.SetUniformLocation("u_ViewProjection"); idleShader.SetUniformLocation("u_LightDirection"); blendShader = new ShaderController("blending.vs", "blending.fs"); blendShader.SetUniformLocation("u_Texture"); blendShader.SetUniformLocation("u_BaseTexture"); blendShader.SetUniformLocation("u_BlendDirectionX"); LoadModel(ProgramCore.DefaultIsSmile); SetupViewport(glControl); windowInfo = Utilities.CreateWindowsWindowInfo(renderPanel.Handle); graphicsContext = new GraphicsContext(GraphicsMode.Default, windowInfo); renderPanel.Resize += (sender, args) => graphicsContext.Update(windowInfo); glControl.Context.MakeCurrent(glControl.WindowInfo); RenderTimer.Start(); }