I was looking for a documentation or summary that tells me which GL-commands allocate any memory or resources that need to be freed later - in order to avoid memory issues.
I’m using lists, for which I call
glDeleteLists properly, also use once
wglCreateContext (on create) and
Background: I have a CAD-like application (VC++/MFC) which (seems) to work just fine. While the app runs, the user often reloads the project, which cleans up everything and then starts over with a new 3D scene (typically some 100.000 triangles/vertices - no textures - pretty basic light - no shadows). After a while (can be hours/days), on such a reload the application says “there is no more memory” - which comes from the framework and seems to happen when the app tries to add GL-objects - I was not able to debug the exact code line so far. As far as I can say, there are no memory leaks. When restarting the whole app, the message comes now immediately on loading the project.
It helps when the user logs off (Win10) - with a new session the behaviour is ok, until it then fails again after some hours/days.