Hello Carsten,

Thanks for your modified test app. First up, I think I have to mention
that we're using the 1.8 release here, not something fresh from the
repository. So I had to tweak it back a little bit to work with our
version of the library.

The following numbers are simply taken from the task manager.

29.000K when running idle
57.000K before exiting the leak function
31.000K after exiting the leak function

Increasing the number of iterations to 1000, I get the following
numbers.

29.000K when running idle
299.000K before exiting the leak function
61.000K after exiting the leak function

So, from my point of view, I'm still seeing the problem. Maybe I have
to use a newer version of the library? In that case, I'd be grateful for
any tips how to get a reliable revision. Or do I have to change the way
I grab my textures? In our application, that preprocessing step easily
involves tens of thousands of texture grabs.

Best regards,
Marco


        

>>> Carsten Neumann <[EMAIL PROTECTED]> 22.09.2008 23:30 >>>
Hello Marco,

Marco Spoerl wrote:
> Dirk
> 
> Attached you'll find a small sample application which mimics the
> problematic part of my application.

thank you for sending the program. For testing I converted it to glut 
(please see attached) and ran it under valgrind. The only significant 
leak is 262,140 bytes in the driver, but that seems to be present 
independent of the number of iterations in the leak() function.
Could you try the glut program [1] on your side, so we can see if it 
still reproduces the problem for you ?

        Thanks,
                Carsten

[1] for convenience I turned it into a test program that lives in 
Source/WindowSystem/GLUT

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