protected void SetProjection(int viewPortWidth, int viewPortHeight) { ProjectionMatrix = Matrix4x4.CreatePerspectiveFieldOfView(_fov.ToRadians(), (float)viewPortWidth / viewPortHeight, 0.1f, 100.0f); int location = OpenGL.Gl.GetUniformLocation(_currentProgram, "projection"); OpenGL.Gl.UniformMatrix4f(location, 1, false, ref ProjectionMatrix); }