title: How to isolate my own OpenGL calls inside a third-party process?
body: <p>I am writing small tool that is drawing OpenGL overlay on top of the game which is closed source. The game is using SDL, so I am just hooking into <code>SDL_GL_SwapWindow</code> and doing my own stuff. However, this kind of hooking results in some side effects in the game itself. I found a solution that is basically wrapping around my own calls with deprecated <code>glPushAttrib/glPopAttrib</code>. But this solves only half of the problems. I am still getting random texture flickering in the game (I meant game textures, mine are showing fine). What could be the reason of this flickering? Can my own textures interfere with game textures? Do I need to isolate my own calls and how can I do it?</p>