// get maximum texture size
mGlAbstraction.GetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
+ // reset any potential previous errors
+ mGlAbstraction.GetError();
+
GLint numProgramBinaryFormats;
mGlAbstraction.GetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &numProgramBinaryFormats);
if( GL_NO_ERROR == mGlAbstraction.GetError() && 0 != numProgramBinaryFormats )