Please be careful not to get GL_TEXTURE_2D when you
mean GL_TEXTURE_BINDING_2D.

I see this error over and over.  It actually shows that saving the texture
state isn't even needed since this code ends up corrupting the texture
binding instead if restoring it.

I'd recommend just stomping on texture state and always binding the texture
you wanna use right before using it and assuming it's been stomped if you
call a drawing function in another module.

That's better than thinking the texture state has been saved when it hasn't.
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