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Type: Posts; User: GClements

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  1. You can either bind individual layer-faces...

    You can either


    bind individual layer-faces to the FBO and clear each one with glClear(), or
    clear a range of layer-faces with glClearTexSubImage()


    The first option can also clear any...
  2. glClear() should clear whichever buffers are...

    glClear() should clear whichever buffers are indicated by the mask parameter, but note that write masks set by e.g. glColorMask() or glDepthMask() apply to glClear(). Obviously, the relevant textures...
  3. Cube map array textures are often treated as an...

    Cube map array textures are often treated as an array of 6*N 2D textures ("layer-faces"), where N is the size of the array. I.e. each face of each layer is a separate 2D texture. This is certainly...
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