Hello,

On 12/08/2010 07:03 AM, Sebastian Till wrote:
>> 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?

no, you can't. The TextureChunk represents the OpenGL texture object so 
as long as it is around the texture memory remains allocated. However, 
when the SimpleTexturedMaterial becomes unused it should of course 
destroy its members correctly so that at the next frameExit the OpenGL 
texture object can be destroyed.

        Cheers,
                Carsten

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