anchor.diff:                  x.Invalidate()
           
       override x.OnPaint(e) =
  +        base.OnPaint(e)
  +        loaded <- true
           if x.OnPaintRender then
               x.Render()
                       
  
positive.code:         with get () = autoInvalidate
          and set v = autoInvalidate <- v
  
  
  
      interface IInvalidateControl with
          member x.IsInvalid = needsRedraw
  
negative.code: 
          //if ContextHandle.primaryContext <> null then
          //    ContextHandle.primaryContext.MakeCurrent()
          
          x.KeyDown.Add(fun e ->
              if e.KeyCode = System.Windows.Forms.Keys.End && e.Control then
                  renderContinuously <- not renderContinuously
  