Hello,

In an iOS application, I'm seeing a lot of memory allocated
with each call to:

presentRenderbuffer:GL_RENDERBUFFER_OES

Is there a 'release' or 'discard' of some kind that needs to be done
on my buffers? I've previously allocated a frame buffer,
render buffer, and a depth buffer; then, they aren't referenced
until end of app.

Any ideas?

Thanks!

~ Mike