internal void edr_render(App_State* state) { glMatrixMode(GL_TEXTURE_2D); glLoadIdentity(); glClearColor(0.1f, 0.1f, 0.1f, 1); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_TEXTURE_2D); glViewport(0, 0, 1600, 900); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }