Hi again,

> hmm, that should happen once you destroy the image and the TextureChunk,
> but only after the next frameExit (part of Window->render) call as in
> order to destroy the OpenGL object one needs a valid context. 

I don't destroy the TextureChunk and I think that destroying it would cause
those memory leaks I was talking about in my other mail. Besides, I can't
destroy the TextureChunk of a SimpleTexturedMaterial without destroying the
whole Material, can I?

> that was for destroying the OpenSG side (to free the image memory)
> but keep the OpenGL side around for rendering.

I see.


Cheers and thank you
Till

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