+
+void SingleBlurPassEffect::clear_gl_state()
+{
+ glActiveTexture(GL_TEXTURE0);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
+ check_error();
+}