void OpenGLEngine::Initialize ()
{
	m_ClearDepth = 1.0f;
	m_ClearColor = glm::vec4 (0.0f, 0.0f, 0.0f, 1.0f);
	SetViewport (glm::vec4 (0.0f, 0.0f, 0.0f, 0.0f));
	SetDepthRange (0.0f, 1.0f);

	m_DefaultBlendState = std::make_shared<BlendState> ();
	m_DefaultDepthStencilState = std::make_shared<DepthStencilState> ();
	m_DefaultRasterizerState = std::make_shared<RasterizerState> ();

	SetDefaultBlendState();
    SetDefaultDepthStencilState();
    SetDefaultRasterizerState();
}
void D3D11GraphicsDeviceStateManager::DisableBlending()
{
	if( locked )
		return;
	SetDefaultBlendState();
}