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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