private void RenderStackedTriangles()
        {
            GL.Begin(GL.TRIANGLES);

            while (triangles.Count > 0)
            {
                int        last = triangles.Count - 1;
                TriangleGL t    = triangles[last];
                triangles.RemoveAt(last);

                if (!DebugRenderChannels.IsChannelActive(t.channel))
                {
                    continue;
                }

                GL.Color(t.color);
                GL.Vertex(t.V3);
                GL.Vertex(t.V2);
                GL.Vertex(t.V1);
            }

            GL.End();
        }
        public void DrawTriangle(Vector3 v1, Vector3 v2, Vector3 v3, Color color, DebugRenderChannel channel)
        {
            TriangleGL t = new TriangleGL(v1, v2, v3, color, channel);

            triangles.Add(t);
        }