- last_active_texture = GLint(0); @c glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture)
- glActiveTexture(GL_TEXTURE0)
- last_program = GLint(0); @c glGetIntegerv(GL_CURRENT_PROGRAM, &last_program)
- last_texture = GLint(0); @c glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)
- last_sampler = GLint(0); @c glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler)
- last_array_buffer = GLint(0); @c glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer)
- last_vertex_array = GLint(0); @c glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array)
- last_polygon_mode = GLint[0,0]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode)
- last_viewport = GLint[0,0,0,0]; glGetIntegerv(GL_VIEWPORT, last_viewport)
- last_scissor_box = GLint[0,0,0,0]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box)
- last_blend_src_rgb = GLint(0); @c glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb)
- last_blend_dst_rgb = GLint(0); @c glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb)
- last_blend_src_alpha = GLint(0); @c glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha)
- last_blend_dst_alpha = GLint(0); @c glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha)
- last_blend_equation_rgb = GLint(0); @c glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb)
- last_blend_equation_alpha = GLint(0); @c glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha)
- last_enable_blend = glIsEnabled(GL_BLEND)
- last_enable_cull_face = glIsEnabled(GL_CULL_FACE)
- last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST)
- last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST)