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The root issue of #976 was that the code that reset the depth buffer of the scene framebuffer was actually setting the depth buffer of the bloom framebuffer since that didn't get reset properly. To fix this I introduced a system in our GL_state which keeps track of a stack of "bound" framebuffers which allows us to return to the previous framebuffer with a simple function call. I also added support for GL_KHR_debug since that help me while debugging which texture was in use. In the future I'll probably extend that to other areas of the OpenGL code as needed. This fixes #976.