I have a framebuffer object in which I use Multi Target Rendering on N textures binded to it. At a certain time, I want to clear the content of some of those textures, but not all of them. If I call
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
every texture binded to the FBO is going to be cleared (am I right?). Is there a way to do this on specific draw buffers/textures?