add clear_mark to clear only selected channels in the framebuffer
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@@ -27,6 +27,7 @@ public:
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bool create(int width, int height, int tex = -1, GLint internal_format = GL_RGBA8, bool depth_buffer = false);
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bool recreate() { return create(w, h); }
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void clear(glm::vec4 color = glm::vec4(0));
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void clear_mask(glm::bool4 mask, glm::vec4 color = glm::vec4(0));
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glm::ivec4 calc_bounds();
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uint8_t* readTextureData(uint8_t* buffer = nullptr);
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float* readTextureDataFloat(float* buffer = nullptr);
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