/// <summary>
        /// Creates a new graphics context.
        /// </summary>
        private void _createGraphicsContext(DevicePixelFormat pixelFormat)
        {
            _graphicsContext = GraphicsManager.CreateGraphicsContext(_getWindowHandle());

            #region Set Pixel Format

            DevicePixelFormatCollection pixelFormats = _graphicsContext.PixelsFormats;
            System.Collections.Generic.List <DevicePixelFormat> matchingPixelFormats = pixelFormats.Choose(pixelFormat);

            if ((matchingPixelFormats.Count == 0) && pixelFormat.MultisampleBits > 0)
            {
                // Try to select the maximum multisample configuration
                int multisampleBits = 0;

                pixelFormats.ForEach(delegate(DevicePixelFormat item) { multisampleBits = Math.Max(multisampleBits, item.MultisampleBits); });

                pixelFormat.MultisampleBits = multisampleBits;

                matchingPixelFormats = pixelFormats.Choose(pixelFormat);
            }

            if ((matchingPixelFormats.Count == 0) && pixelFormat.DoubleBuffer)
            {
                // Try single buffered pixel formats
                pixelFormat.DoubleBuffer = false;

                matchingPixelFormats = pixelFormats.Choose(pixelFormat);
                if (matchingPixelFormats.Count == 0)
                {
                    throw new InvalidOperationException(String.Format("unable to find a suitable pixel format: {0}", pixelFormats.GuessChooseError(pixelFormat)));
                }
            }
            else if (matchingPixelFormats.Count == 0)
            {
                throw new InvalidOperationException(String.Format("unable to find a suitable pixel format: {0}", pixelFormats.GuessChooseError(pixelFormat)));
            }

            _graphicsContext.SetPixelFormat(matchingPixelFormats[0]);

            #endregion

            // TODO: Platform specific extension checker
            if (WGL.IsExtensionSupported(_graphicsContext.DeviceHandle.Handle, WGL.EXT.SwapControl))
            {
                // TODO: Handle tear
                WGL.SwapIntervalEXT(SwapInterval);
            }
        }