Hi,

I've set up a system using PagedLOD derived classes and the TextureBuffer class 
with draw instancing to render large point clouds stored on disk.

Everything works fine to start with but I've noticed the gpu memory increasing 
as I zoom in and out, unloading and reloading the PagedLOD nodes and 
corresponding texture buffers. Eventually, the GPU memory gets full and it 
slows down a lot as it starts using system memory.

It looks like the memory on the GPU allocated to the texture buffers is not 
freed up, which would be fine if it got cached and reused but it doesn't look 
like this is happening.

I have spent a day or so looking at the source code for the texture classes and 
trying to manually clear the memory but am now a bit stuck! I figured that 
calling releaseGLObjects on the Geometry node or the TextureBuffer should clear 
the data but neither seems to have any effect.

Does anyone have any ideas? 
Thanks in advance!

Tom

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