private void RenderFrame()
{
GL.EnableClientState(EnableCap.VertexArray);
GL.EnableClientState(EnableCap.ColorArray);
GL.BindBuffer(BufferTarget.ArrayBuffer, mVertexBufferId);
GL.VertexPointer(3, VertexPointerType.Float, Vector3.SizeInBytes, IntPtr.Zero);
GL.BindBuffer(BufferTarget.ArrayBuffer, mColorBufferId);
GL.ColorPointer(3, ColorPointerType.Float, Vector3.SizeInBytes, IntPtr.Zero);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, mIndexBufferId);
var indexCount = 6;
GL.DrawElements(BeginMode.Triangles, indexCount, DrawElementsType.UnsignedInt,
IntPtr.Zero);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
GL.DisableClientState(EnableCap.VertexArray);
}