“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.
Originally posted by ymish:
[b][…] 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??[/b]
don’t be afraid… it works!
i have implemented ARB_buffer_region and KTX_buffer_region, and i never thought about releasing the buffer region every frame…
how did you came up with this idea anyway ?