protected override void OnRenderFrame (FrameEventArgs e)
{
// Add delta to total time
time += (float)e.Time;
// Trim total time to be max PI*2
if (time >= (float)Math.PI*2)
time -= (float)Math.PI*2;
// Add model to rendering queue
Matrix4 modelMatrix = Matrix4.CreateScale (25) * Matrix4.CreateRotationY(time);
//Matrix4 modelMatrix = Matrix4.CreateScale (25) * Matrix4.CreateRotationY((float)Math.Sin(time));
model.QueueRender (ref modelMatrix);
// Clear the main framebuffer
GL.Clear (ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);