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. _______________________________________________ Mesa-dev maillist - [EMAIL PROTECTED] http://lists.mesa3d.org/mailman/listinfo/mesa-dev