In following code somewhere I have a leak:
void UpdateGLBuffers()
{
if( g_GLdone ) {
return;
}
g_GLdone = true;
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 1, g_Image[1-g_iCounter].GetCols(), g_Image[1-g_iCounter].GetRows(), 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, g_Image[1-g_iCounter].GetData());
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
int DrawGLScene(GLvoid)
{
QueryPerformanceCounter( &thisFrame );
int sleeptime = (1000 / 30) - (1000*(thisFrame.QuadPart - lastFrame.QuadPart) / tps.QuadPart); //exchange 30 with new FPS
if( sleeptime > 0)
Sleep( sleeptime );
UpdateGLBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-5.0f);
glBindTexture(GL_TEXTURE_2D, texture);
glColor4f(1.0, 1.0, 1.0, 1.0);
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 0.5f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 0.5f);
glEnd();
QueryPerformanceCounter( &lastFrame );
return TRUE; // Keep Going
}
and I just can’t pinpoint it. Even the lines
glTexParameteri(); seem to leak already. Any known issues or what is happening here?