我用tao openGl 在c#里绘制动画,一切都很顺利,但是在最后主函数里加上while循环后,运行程序直接卡死,大家帮我想想是什么原因?我的代码:namespace tom.tao.opengl
{
    public partial class Form1 : Form
    {
        public Form1()
        {
            InitializeComponent();
            simpleOpenGlControl1.InitializeContexts();
            Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            Gl.glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);            this.CreateParams.ClassStyle = this.CreateParams.ClassStyle |       // Redraw On Size, And Own DC For Window.
               User.CS_HREDRAW | User.CS_VREDRAW | User.CS_OWNDC;
            this.SetStyle(ControlStyles.AllPaintingInWmPaint, true);            // No Need To Erase Form Background
            this.SetStyle(ControlStyles.DoubleBuffer, true);                    // Buffer Control
            this.SetStyle(ControlStyles.Opaque, true);                          // No Need To Draw Form Background
            this.SetStyle(ControlStyles.ResizeRedraw, true);                    // Redraw On Resize
            this.SetStyle(ControlStyles.UserPaint, true);                       // We'll Handle Painting Ourselves
        }
        public float rtri; // 用于三角形的角度
        public float rquad; // 用于四边形的角度        public bool InitGL() // 此处开始对OpenGL进行所有设置
        {
        Gl.glShadeModel(Gl.GL_SMOOTH); // 启用阴影平滑
        Gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // 黑色背景
        Gl.glClearDepth(1.0f); // 设置深度缓存
        Gl.glEnable(Gl.GL_DEPTH_TEST); // 启用深度测试
        Gl.glDepthFunc(Gl.GL_LEQUAL); // 所作深度测试的类型
        Gl.glHint(Gl.GL_PERSPECTIVE_CORRECTION_HINT, Gl.GL_NICEST); // 告诉系统对透视进行修正            Gl.glViewport(0, 0, simpleOpenGlControl1.Width, simpleOpenGlControl1.Height);                                 // Reset The Current Viewport
            Gl.glMatrixMode(Gl.GL_PROJECTION);                                  // Select The Projection Matrix
            Gl.glLoadIdentity();                                                // Reset The Projection Matrix
            Glu.gluPerspective(45, simpleOpenGlControl1.Width / (double)simpleOpenGlControl1.Height, 0.1, 100);          // Calculate The Aspect Ratio Of The Window
            Gl.glMatrixMode(Gl.GL_MODELVIEW);                                   // Select The Modelview Matrix
            Gl.glLoadIdentity();     
        return true; // 初始化 OK
        }        private  bool DrawGLScene()
        {
            Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);        // Clear Screen And Depth Buffer
            Gl.glLoadIdentity();                                                // Reset The Current Modelview Matrix
            Gl.glTranslatef(-1.5f, 0, -6);                                      // Move Left 1.5 Units And Into The Screen 6.0
            Gl.glRotatef(rtri, 0, 1, 0);                                        // Rotate The Triangle On The Y axis ( NEW )
            Gl.glBegin(Gl.GL_TRIANGLES);                                        // Drawing Using Triangles
            Gl.glColor3f(1, 0, 0);                                          // Set The Color To Red
            Gl.glVertex3f(0, 1, 0);                                         // Top
            Gl.glColor3f(0, 1, 0);                                          // Set The Color To Green
            Gl.glVertex3f(-1, -1, 0);                                       // Bottom Left
            Gl.glColor3f(0, 0, 1);                                          // Set The Color To Blue
            Gl.glVertex3f(1, -1, 0);                                        // Bottom Right
            Gl.glEnd();                                                         // Finished Drawing The Triangle
            Gl.glLoadIdentity();                                                // Reset The Current Modelview Matrix
            Gl.glTranslatef(1.5f, 0, -6);                                       // Move Right 1.5 Units And Into The Screen 6.0
            Gl.glRotatef(rquad, 1, 0, 0);                                       // Rotate The Quad On The X axis ( NEW )
            Gl.glColor3f(0.5f, 0.5f, 1);                                        // Set The Color To Blue One Time Only
            Gl.glBegin(Gl.GL_QUADS);                                            // Draw A Quad
            Gl.glVertex3f(-1, 1, 0);                                        // Top Left
            Gl.glVertex3f(1, 1, 0);                                         // Top Right
            Gl.glVertex3f(1, -1, 0);                                        // Bottom Right
            Gl.glVertex3f(-1, -1, 0);                                       // Bottom Left
            Gl.glEnd();                                                         // Done Drawing The Quad
            rtri += 0.2f;                                                       // Increase The Rotation Variable For The Triangle ( NEW )
            rquad -= 0.15f;            Gl.glFlush();
            // Decrease The Rotation Variable For The Quad ( NEW )
            return true;
        }
              /// <summary>
        /// 加载时开始动画
        /// </summary>
        /// <param name="se"></param>
        /// <param name="e"></param>
        public void simpleOpenGlControl1_Load(object se, EventArgs e)
        {
            InitGL();
        }        private void button1_Click_1(object sender, EventArgs e)
        {
            bool s = true;
           while (s)//加上这个后就卡死了,但是openGl的程序都是这样写的啊
           {
                if (DrawGLScene() != true)
                    s = false;
                
                simpleOpenGlControl1.Draw();
            }
            //simpleOpenGlControl1.Refresh();
        }    }
}
谢谢!