Hi,
I am working on a project utilizing EXT_shader_image_load_store functionality to write buffer objects during rendering. What i am missing from OpenGL is a way to efficiently clear the buffers between invocations. For textures I am going the way of attaching them to a FBO and calling glClearBuffer(), which i think is Ok but still not clean enough.
With buffers i am forced to go the way of dummy rendering passes using fullscreen geometry to clear the buffers. Very ugly and IMO quite inefficient. D3D11 has ID3D11DeviceContext::ClearUnorderedAccessView{}() functions to do this, OpenGL badly requires such functionality.
Am I missing a more efficient way for clearing buffer objects?
Regards
-chris



