Hi Lillith,

Could you please create an small example that reproduces this issue,
or modified the code so that it solves the problem at your end.
Fixing this remotely will be rather awkward.

Thanks,
Robert.

On Tue, Mar 16, 2010 at 11:42 PM, Lilith Bryant <dark...@gmail.com> wrote:
> I have an app here that does the following:
>
> while (1)
> {
>        create a texture of a size we haven't used before
>        display it
>        wait a bit
>        delete it
> }
>
> Yes, essentially it's a fancy slide-show.
>
> This eventually causes OpenGL to grind into texture-swapping hell.
> DirectX's texture memory size calls confirm we're running out of GPU memory.
> Plus debugging breakpoints show no calls to glDeletedTextures.
>
> It seems that all my deleted textures are ending up stuck in the
> pending-orphan-lists, but are never making it into the actual orphan lists,
> where TextureObjectSet::flushDeletedTextureObjects() could clean them up.
>
> It seems currently the only calls to handlePendingOrphandedTextureObjects
> during normal operation are in the takeOrGenerate() call.   But that's of no
> help if you have lots of different texture sizes.   All the pending
> orphan lists for the other sizes are never processed.
>
> So, can someone mod:
>
> TextureObjectSet::flushDeletedTextureObjects() and
> TextureObjectSet::flushAllDeletedTextureObjects()
>
> to call handlePendingOrphandedTextureObjects() ?
>
> seen in 2.9.6, SVN not tested, but looks no better.
>
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