Memory leak using glTexSubImage2D


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?


Hi desperado,

Thank you for your message on PVR Developer Forum!

We have also received your enquiry on other support channels. We will contact you from that platform further on.