Memory leak using glTexSubImage2D

Greetings,

I have a scenario on a GE7800 where multiple calls to glTexSubImage2D each allocate memory on the heap roughly as large as the original receiving image. This memory never seems to be freed or only after a very long time.

I know that OpenGL uses upload and conversion buffers but what could be allocated on a per call basis?

regards

Hi desperado,

Thank you for your message on PVR Developer Forum!

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Regards.

Melih