commit f75a4eee218ed7f9e441521d30aa0b71c5513692
Author: Leszek Koltunski <leszek@distoretedandroid.org>
Date:   Mon Jul 3 16:49:33 2017 +0100

    Empty change (add commented out code)

diff --git a/src/main/java/org/distorted/library/main/DistortedOutputSurface.java b/src/main/java/org/distorted/library/main/DistortedOutputSurface.java
index a7394cf..01df671 100644
--- a/src/main/java/org/distorted/library/main/DistortedOutputSurface.java
+++ b/src/main/java/org/distorted/library/main/DistortedOutputSurface.java
@@ -422,6 +422,7 @@ sLast = sCurr;
       GLES30.glClearDepthf(mClearDepth);
       GLES30.glClearStencil(mClearStencil);
       GLES30.glClear(mClear);
+     // DistortedRenderState.colorDepthStencilRestore();
       }
     }
 
diff --git a/src/main/java/org/distorted/library/main/DistortedRenderState.java b/src/main/java/org/distorted/library/main/DistortedRenderState.java
index e913aa4..ed5bb33 100644
--- a/src/main/java/org/distorted/library/main/DistortedRenderState.java
+++ b/src/main/java/org/distorted/library/main/DistortedRenderState.java
@@ -90,7 +90,7 @@ public class DistortedRenderState
     }
 
 ///////////////////////////////////////////////////////////////////////////////////////////////////
-// reset state of everything to 'unknown'
+// reset state of everything to a known state.
 
   static void reset()
     {
@@ -115,6 +115,37 @@ public class DistortedRenderState
     cState.stencilOpSfail  = -1;
     cState.stencilOpDpfail = -1;
     cState.stencilOpDppass = -1;
+    /*
+    cState.colorMaskR = 1;
+    cState.colorMaskG = 1;
+    cState.colorMaskB = 1;
+    cState.colorMaskA = 1;
+    GLES30.glColorMask(true,true,true,true);
+
+    cState.depthTest = 1;
+    cState.depthMask = 1;
+    cState.depthFunc = GLES30.GL_LEQUAL;
+    GLES30.glEnable(GLES30.GL_DEPTH_TEST);
+    GLES30.glDepthMask(true);
+    GLES30.glDepthFunc(cState.depthFunc);
+
+    cState.stencilTest     = 0;
+    cState.stencilMask     = STENCIL_MASK;
+    cState.stencilFuncFunc = GLES30.GL_NEVER;
+    cState.stencilFuncRef  = 0;
+    cState.stencilFuncMask = STENCIL_MASK;
+    cState.stencilOpSfail  = GLES30.GL_KEEP;
+    cState.stencilOpDpfail = GLES30.GL_KEEP;
+    cState.stencilOpDppass = GLES30.GL_KEEP;
+    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
+    GLES30.glStencilMask(cState.stencilMask);
+
+    cState.blend      = 1;
+    cState.blendSrc   = GLES30.GL_SRC_ALPHA;
+    cState.blendDst   = GLES30.GL_ONE_MINUS_SRC_ALPHA;
+    GLES30.glEnable(GLES30.GL_BLEND);
+    GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
+    */
     }
 
 ///////////////////////////////////////////////////////////////////////////////////////////////////
