public BackgroundRenderer(OpenGL gl) { _gl = gl; _program = new BackgroundShader(gl); _flat = new VAO(gl); _flatBuffer = new VBO(gl); using (new Bind(_flat)) using (new Bind(_flatBuffer)) { var flatData = new float[] { -1, -1, 1, -1, -1, 1, 1, 1, }; _flatBuffer.Update(flatData, flatData.Length * sizeof(float)); gl.EnableVertexAttribArray(0); gl.VertexAttribPointer(0, 2, OpenGL.GL_FLOAT, false, 0, new IntPtr(0)); gl.BindVertexArray(0); } }