Hello again,

We are using several instances of OSG::PassiveWindow in our application to
handle our several opengl widgets which all use a shared opengl context.

For a single 3d object, we are using one scene graph for all widgets.  When
we do the rendering however, it seems to create double the textures and
double the display lists for the same object in two different views.  I
would have thought that OSG::Window::validateGLobject would have reused the
same opengl id for the same context.  Is this validation window dependent ?

Also, as a side effect of this first issue, we are noticing that every
opengl texture as well as opengl display list is not getting destroyed when
closing a particular widget (and destroying its specific
OSG::PassiveWindow).  Is there some way to enforce clean up of opengl ids ?

Thanks for any help !
Simon
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