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Texture Array of Depths... Clearing?

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I'm experiencing a weird effect. I have a texture array of depth-only values that I render to, created via:

[code]glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32, texDim, texDim, numLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);[/code]


when I bind the FBO that this is attached to, and call glClear( GL_DEPTH_BUFFER_BIT), will it clear all the layers in the texture array?

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No I wouldn't expect it to, when you bind a 3d texture to an FBO I believe you only select one slice of it to bind. It probably just clears the bound layer and none other.

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