so, if i just do this to asign a new texture to an object
 
stateset.get()->setTextureAttributeAndModes(1, new_texture.get() 
,osg::StateAttribute::ON);
in case that there is already a number one texture will the OSG free the 
previous texture and it´s image before replacing it with the new one???
 
every textures are ref_ptr of course
 
thanks
 
> Date: Tue, 18 Sep 2007 19:55:58 +0100> From: [EMAIL PROTECTED]> To: 
> [email protected]> Subject: Re: [osg-users] how to eliminate 
> a texture from an object???> > Hi David,> > The OSG uses ref_ptr<> that 
> should ensure that no memory leaks occur,> but.. this does seem assume they 
> your own application is using them -> if you code fragment it does which is 
> good practice. Another> possibility w.r.t memory leaks is a false positive - 
> VS's memory> tracking tool is buggy. Beyond this there isn't much we can add> 
> without knowing your application much more closely. In the end this> will 
> have to be down to you to track down and solved. In general the> OSG is 
> pretty solid w.r.t memory management.> > Robert.> > On 9/18/07, David _ 
> <[EMAIL PROTECTED]> wrote:> >> > Hi> >> > we´re using right now a lot of 
> pagelod nodes and sometimes we generate some> > new textures and put them 
> over these nodes so they have the original texture> > in texture id number 0 
> and the new one in number 1> >> > we want to delete the number one texture, 
> not the original one, so it can be> > replaced by an updated one which 
> sometimes has different resolution, so an> > update of the existing one is 
> not possible, we want to delete and replace by> > another one> >> > this is 
> how we´re putting the new texture over the older one. It has some> > alpha so 
> decal is needed> >> > osg::ref_ptr<osg::StateSet> stateset = 
> geom->getOrCreateStateSet();> > osg::ref_ptr<osg::TexEnv> modo_tex = new> > 
> osg::TexEnv(osg::TexEnv::DECAL);> > 
> stateset.get()->setTextureAttributeAndModes(1,new_text,osg::StateAttribute::ON);>
>  > stateset.get()->setTextureAttribute(1, modo_tex.get(),> > 
> osg::StateAttribute::OFF);> >> > how would you delete it if you want to 
> replace it in the future????> >> > right now we´re just overwriting it, but 
> we´re having memory leaks....> >> > thanks> >> >> > 
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