I would like to create a temporary OpenGL context in Windows for the purpose of acquiring geometry in a feedback buffer. I’m able to create the context and get the data I want into the feedback buffer, but after deleting the OpenGL context there is still about 3 or 4 megabytes of video memory used up. How can delete the OpenGL context and clean up all that video memory? I don’t even need that memory in the first place because I’m only using the feedback buffer. The video memory gets allocated after the call to SetPixelFormat - even before the OpenGL context is created. I’ve tried deleting the device context, but that didn’t help. The only thing that cleans up the memory is quiting the program.
If the memory is allocated at SetPixelformat(), the only way to get rid of it would be to destroy and recreate the window.