The current implementation is messy, and spread across GL/drawing.jl and GL/targets/target.jl.
Plus I'm not sure if the drawbuffer parameter of the calls to glClearNamedFramebuffer*v() is being calculated correctly; and even if it is, it's not 1-based like it probably should be.
This has just been fixed; I was cleaning up code during documentation work. Now the clear functions in GL/drawing.jl are just for clearing the screen, and as a result they are far simpler to use.
The current implementation is messy, and spread across GL/drawing.jl and GL/targets/target.jl.
Plus I'm not sure if the
drawbuffer
parameter of the calls toglClearNamedFramebuffer*v()
is being calculated correctly; and even if it is, it's not 1-based like it probably should be.