+ const vogl_state_vector &state_vec = m_texture.get_level_params(0, base_level);
+
+ uint clear_mask = 0;
+ if (state_vec.get_value<GLenum>(GL_TEXTURE_DEPTH_SIZE))
+ {
+ clear_mask |= GL_DEPTH_BUFFER_BIT;
+ }
+ if (state_vec.get_value<GLenum>(GL_TEXTURE_STENCIL_SIZE))
+ {
+ clear_mask |= GL_STENCIL_BUFFER_BIT;
+ }
+ if (state_vec.get_value<GLenum>(GL_TEXTURE_RED_SIZE) + state_vec.get_value<GLenum>(GL_TEXTURE_GREEN_SIZE) + state_vec.get_value<GLenum>(GL_TEXTURE_BLUE_SIZE) + state_vec.get_value<GLenum>(GL_TEXTURE_ALPHA_SIZE) +
+ state_vec.get_value<GLenum>(GL_TEXTURE_INTENSITY_SIZE) + state_vec.get_value<GLenum>(GL_TEXTURE_LUMINANCE_SIZE))
+ {
+ clear_mask |= GL_COLOR_BUFFER_BIT;
+ }
+
+ GL_ENTRYPOINT(glClearColor)(1.0f, 0.0f, 1.0f, 1.0f);
+ GL_ENTRYPOINT(glClearDepth)(.5f);
+ GL_ENTRYPOINT(glClearStencil)(128);
+ GL_ENTRYPOINT(glClear)(clear_mask);
+
+ VOGL_CHECK_GL_ERROR;