Folks, I really need to resolve this issue. I am using multiple windows, created not by realize(), but by our application, similar to if I were to use GraphicsWindowEmbedded. Each window has a context that shares with a dummy context. These contexts are managed by a class I wrote that makes OpenGL calls. They are also each using a SceneView object and sharing a common scene graph. I am creating and destroying textured polygons dynamically during runtime and the memory continually grows, despite the fact that I have relatively the same amount of textured polygons in the scene graph at all times. I can only assume that the textures are not being unloaded properly. I've read around on this group, and my hunch is that I might need to use osg::GraphicsContext to resolve this issue.
Is that true? If it is true, then when I load textures, which context should be active? The shared context? All I am trying to do is to ensure that when I unref my ref_pointer to osg::Texture2D that the memory gets cleaned up from osg AND OpenGL. Please, some advice? Thankful osg-user, John Argentieri
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