ymish
12-29-2003, 08:05 AM
Hi All,
In Nvidia specs of WGL_ARB_buffer_region it says:
"The saved buffer region area can be freed by calling
wglSaveBufferRegionARB with <width> or <height> set to a value
of 0."
In my application I save the depth buffer every frame. Before saving the next frame depth buffer I deallocate it with the command:
wglSaveBufferRegionARB(context, 0, 0, 0, 0);.
As a result, I get very corrupted rendering :-(.
Why??
When I don't deallocate the saved region the rendering is fine, but I am afraid from memory leakage in the video card.
Any idea??
In Nvidia specs of WGL_ARB_buffer_region it says:
"The saved buffer region area can be freed by calling
wglSaveBufferRegionARB with <width> or <height> set to a value
of 0."
In my application I save the depth buffer every frame. Before saving the next frame depth buffer I deallocate it with the command:
wglSaveBufferRegionARB(context, 0, 0, 0, 0);.
As a result, I get very corrupted rendering :-(.
Why??
When I don't deallocate the saved region the rendering is fine, but I am afraid from memory leakage in the video card.
Any idea??