Resource build-up... then crash


What if I do a glEnable(GL_BLEND) every frame of my animation,

then forget to match it with a glDisable(GL_BLEND),

can this cause an overflow of some kind, and a crash?


Because the blending only changes the way how the fragments are merged with the pixels of the framebuffer, it definitely shouldn’t cause any overflows or crashs.

I think you have to look for another cause if you experience application crashes.

fyi, state that’s stack-able generally comes in Push/Pop* pairs. (I think just about all of the push/pops are deprecated now, btw.)
Try glGetError to see if something GL related is amiss…