Hello. I’m just wondering if depth clears depend on some random GL state I’ve overlooked? A quick browse of the spec revealed nothing, but I may have missed something.
Basically I’m trying to clear a depth texture attached to an FBO by binding the FBO and then calling glClearBufferfv(GL_DEPTH, 0, &value);. In one of my test programs this code works fine, but in this particular instance it doesn’t seem to work. No GL-errors are raised, but the texture still contains data from the previous frame when I later render it to screen.
I did get it to work at one point by randomly reordering some related rendering code, but I can’t reproduce that any more.
Am I possibly looking at a driver bug? GL3.2 context, Catalyst 10.5, Vista 64, HD3850.