/// <summary>
 /// Unbinds the RS4P from OpenGL and a view.
 /// </summary>
 /// <param name="view">The view.</param>
 public void Unbind(View3D view)
 {
     IsBound = false;
     view.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
     view.Viewport(0, 0, view.Width, view.Height);
     GL.DrawBuffer(DrawBufferMode.Back);
     view.BufferDontTouch = false;
 }
 /// <summary>
 /// Binds the RS4P to OpenGL and a view.
 /// </summary>
 /// <param name="view">The view.</param>
 public void Bind(View3D view)
 {
     IsBound = true;
     view.BufferDontTouch = true;
     view.BindFramebuffer(FramebufferTarget.Framebuffer, (int)fbo);
     view.Viewport(0, 0, Width, Height);
     GL.DrawBuffers(6, new DrawBuffersEnum[] { DrawBuffersEnum.ColorAttachment0, DrawBuffersEnum.ColorAttachment1,
                                               DrawBuffersEnum.ColorAttachment2, DrawBuffersEnum.ColorAttachment3, DrawBuffersEnum.ColorAttachment4, DrawBuffersEnum.ColorAttachment5 });
     //GL.BlendFunc(3, BlendingFactorSrc.One, BlendingFactorDest.Zero);
     GL.ActiveTexture(TextureUnit.Texture0);
     GL.Enable(EnableCap.Texture2D);
 }