// This needs to be set anew, in case we are coming from a different context
// from when we initialized.
+ check_error();
glDisable(GL_DITHER);
+ check_error();
// Save original viewport.
GLuint x = 0, y = 0;
}
// Basic state.
+ check_error();
glDisable(GL_BLEND);
check_error();
glDisable(GL_DEPTH_TEST);