- // HACK
- glActiveTexture(GL_TEXTURE0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
- check_error();
+ for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
+ Effect *effect = phases[phase].effects[i];
+ effect->clear_gl_state();
+ }