Hi Robert, > From your description it does sounds like reusing of the texture > objects should be forbidden.
I think it might be fine to reuse the texture objects, because 'Texture::generateAndAssignTextureObject' takes all the parameters needed by 'glTexStorage2D', so the returned texture object should already have the right storage. What currently is missing, is a flag on the texture object, if 'glTexStorage2D' has already been called for it. > Could you create an example that reproduces the issue? We can then > use these as testbed for any fixes we come up with. I don't quite know how I should trigger this case in an example. I've suspected that if a Texture2D gets deleted, then somehow its texture object gets added to 'TextureObjectSet::_orphanedTextureObjects'. But I can't find this in the code. I'm only seeing additions to '_orphanedTextureObjects' in 'TextureObjectSet::deleteAllTextureObjects' and 'TextureObjectSet::handlePendingOrphandedTextureObjects'. Greetings, Daniel _______________________________________________ osg-users mailing list firstname.lastname@example.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org