I have an FBO with a couple of color attachments and a depth attachment. My question is, when I call glClear(GL_DEPTH_BUFFER_BIT) how do I know if it’s the depth renderbuffer attached to the FBO that’s being cleared? (a.k.a. How do I know it’s not the default window depth buffer being cleared?)
I’ve been trying to write a small test program, but so far no luck in figuring out the answer.