public void Clear() { iteration = 0; // zero out both average textures before accumulation GL.Ext.BindFramebuffer(FramebufferTarget.FramebufferExt, fboHandle); GL.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.DepthAttachmentExt, TextureTarget.Texture2D, currentFrameDepthTexture, 0); GL.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, TextureTarget.Texture2D, averageTexture, 0); LayerHelper.CheckFbo(); GL.ClearColor(0, 0, 0, 1); GL.Clear(ClearBufferMask.ColorBufferBit); GL.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, TextureTarget.Texture2D, updatedAverageTexture, 0); GL.ClearColor(0, 0, 0, 1); GL.Clear(ClearBufferMask.ColorBufferBit); LayerHelper.CheckFbo(); }