Hi,

On Wed, 2010-12-08 at 10:14 -0600, Carsten Neumann wrote:
>       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.

looking at the code, I'm not 100% sure what should happen, at least
the NULL image should be forwarded to the TextureChunk and that might
actually destroy the OpenGL object, but I'm not sure if this is
done correctly. I'll try to setup an example as soon as I can
(end of term period right now).

kind regards
  gerrit



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