In my application I noticed than when I
repeat a mixture of glGenTextures and then
glDeleteTextures, my texture id numbers from
glGenTextures seem to go up all the time.
(I had specific conditions, like I hardly ever
had the texture to be deleted as the current
texture.)
When I tried to track what is happening using the debugger
I noticed that in texobj.c the gl_DeleteTextures never
called gl_free_texture_object, the reason being that the
RefCount field was always 1 when here.
It appears that the texture object is generated with
RefCount=1 and all the other operations are symmetric
pairs, so I don't really understand how the value is going
to get to 0 as expected here...
I still assume I am missing something, but what?
Eero
PS.
The current CVS doesn't compile on WIN32 using
the Makefile.fx
fixes needed:
Lines 70 and 149 in glthreads should refer to same WIN32 symbol.
(I changed it here to use WIN32, but would WIN32_THREADS
be better??)
Line 162 in glthreads should be:
#define _glthread_DECLARE_STATIC_MUTEX(name) static _glthread_Mutex name = {0}
(notice the braces at the end.)
I will look at how to really implement the macros.
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