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    <title>topic OpenGL memory leak? in Developing Games on Intel Graphics</title>
    <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781983#M79</link>
    <description>I have tested the above loop on an Intel HD 3000 with driver version: 8.15.10.2559. (see attached file for the exact spec from Glview).&lt;BR /&gt;&lt;BR /&gt;If the size of the data is sufficiently small - fewer than5000 triangles, then the system appears not to leak. However, if i increase the triangle count to 10000 and continue up to 30000 the memory usage increases until the program uses 600mb.&lt;BR /&gt;&lt;BR /&gt;GLfinish - was insufficient to prevent the leak.&lt;BR /&gt;If i add a sleep(200) after each render call, then there is no leak - but this isn't really solution. Other GPUs (nvidia, ati) are perfectly happy with sending large data arrays to the gpu.&lt;BR /&gt;&lt;BR /&gt;I used glMapBuffer() instead to send the data to the vbo and this seemed to work fine without any memory leaks. I was just curious to know if the glBufferDataidea posted by Sergeyis a mistake for larger data sizesand if soshould ialways be using glMapBuffer on intel gpus.&lt;BR /&gt;&lt;BR /&gt;thanks&lt;BR /&gt;&lt;BR /&gt;</description>
    <pubDate>Mon, 16 Jan 2012 10:06:13 GMT</pubDate>
    <dc:creator>rgl32</dc:creator>
    <dc:date>2012-01-16T10:06:13Z</dc:date>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781972#M68</link>
      <description>Hi,&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt; I'm having trouble attempting to track down a memory leak in OpenGL on the 8.15.10.2559 drivers. I'm writing code that does a lot of texture map uploading, and recycling of texture ids, for an application which is used in digital signage; so naturally, leaking is not acceptable.&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt; I believe that the driver is not releasing graphics memory after re-using a texture name, but am having difficulty in tracing down the root cause of the problem. It seems that the problem ONLY occurs on windows 7 (I am testing with 64bit, but my application is 32bit). Furthermore, the usage pattern (i.e. of texture allocation / deallocation) seems to greatly affect how quickly the memory is lost.&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;I do not have this problem with NVidia, or with ATI, nor do I have the problem with other Intel graphics drivers on Windows. Note - the previous versions of the HD2000 driver also exhibited this problem. Linux (all hardware) also does not show this problem.&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt; Using Microsoft's umdh, I find that all of my traces start with something akin to this:&lt;/DIV&gt;&lt;DIV&gt;&lt;DIV id="_mcePaste"&gt;+ 1137408 ( 6864428 - 5727020) 46939 allocs  BackTraceFC6BA0&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;+  20422 ( 46939 - 26517)  BackTraceFC6BA0 allocations&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;    ntdll!RtlAllocateHeap+00000274&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;    KERNELBASE!GlobalAlloc+0000006E&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;+ 228204 ( 526744 - 298540)  4604 allocs   BackTraceFC8B34&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;+  2113 (  4604 -  2491)  BackTraceFC8B34 allocations&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;    ntdll!RtlAllocateHeap+00000274&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;    KERNELBASE!GlobalAlloc+0000006E&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;    ig4icd32!???+00000000 : 13F3F78D&lt;/DIV&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;I.e. a large chunk of memory which is lost in GlobalAlloc, and a smaller chunk lost at about a factor of 10 less allocations in the intel opengl driver. Since the code is compiled without frame pointer, I cannot see which functions below GlobalAlloc and ig4icd32 have been called.&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;Is there any way in which I can see what function in ig4icd32 called GlobalAlloc?&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;Does anyone have any good suggestions as to how to investiage this?&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;Thanks in advance,&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;&lt;/DIV&gt;&lt;DIV id="_mcePaste"&gt;-bms&lt;/DIV&gt;</description>
      <pubDate>Mon, 05 Dec 2011 15:43:36 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781972#M68</guid>
      <dc:creator>bms20</dc:creator>
      <dc:date>2011-12-05T15:43:36Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781973#M69</link>
      <description>I have analyzed (and worked around) this problem now.&lt;DIV&gt;&lt;SPAN style="font-family: Verdana, Arial, Helvetica, sans-serif;"&gt;&lt;BR /&gt;&lt;/SPAN&gt;&lt;DIV&gt;It appears that modfying the data pointed to by a texture map after calling glTexImage2D causes the driver to leak memory. In my code path things are a bit more complex; namely, I am texture mapping from a shared memory segment created using CreateFileMapping and MapViewOfFile.&lt;/DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;I suspect that the driver is performing copy on modify under the hood, then somehow fails to free the copied memory. This makes sense since the graphics chip is effectively a UMA design, and therefore, can treat system memory like a texture map - thus avoiding any copy and upload process - provided that the texture map is not modified prior to rendering.&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;The solution was to insert a glFinish() immediately after each texture upload. Its a performance hit, but it does solve this problem.&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;Hope this helps someone else out there!&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;-bms&lt;/DIV&gt;</description>
      <pubDate>Thu, 08 Dec 2011 17:00:11 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781973#M69</guid>
      <dc:creator>bms20</dc:creator>
      <dc:date>2011-12-08T17:00:11Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781974#M70</link>
      <description>I am seeing something very similar with a setup that includes a Intel HD Graphics 3000 chip and an nVidia 1000m on a Lenovo W520. The version of the driver is 8.15.10.2321. I am also on Windows 7 64bit but my application is 32bit.</description>
      <pubDate>Thu, 08 Dec 2011 17:10:04 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781974#M70</guid>
      <dc:creator>jdstanhope</dc:creator>
      <dc:date>2011-12-08T17:10:04Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781975#M71</link>
      <description>&lt;DIV id="_mcePaste"&gt;&amp;gt;&amp;gt;...Is there any way in which I can see what function in &lt;STRONG&gt;ig4icd32&lt;/STRONG&gt; called GlobalAlloc?..&lt;BR /&gt;&lt;BR /&gt; It is hard to believe that Intel will release even a small piece of codes of the driver.&lt;BR /&gt;&lt;BR /&gt; Intel's engineerscould investigate it and, of course, &lt;SPAN style="text-decoration: underline;"&gt;a test case will speed up the investigation&lt;/SPAN&gt;. You know,&lt;BR /&gt; that sometimes it is not easy to reproduce a problem.&lt;BR /&gt;&lt;BR /&gt;&amp;gt;&amp;gt;...Does anyone have any good suggestions as to how to investiage this?..&lt;BR /&gt;&lt;BR /&gt; If the driver was built with MS Visual Studio 20xx it should have a Program Database file ( *.pdb \ PDB).&lt;BR /&gt; There are also PDBs for every version of Windows operating system ( check for Microsoft's website ).&lt;BR /&gt;&lt;BR /&gt; In case you have both, foran operating systemand for the driver, it is a little bit easier to investigate.&lt;BR /&gt;&lt;BR /&gt;Best regards,&lt;BR /&gt;Sergey&lt;/DIV&gt;</description>
      <pubDate>Fri, 09 Dec 2011 14:24:24 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781975#M71</guid>
      <dc:creator>SergeyKostrov</dc:creator>
      <dc:date>2011-12-09T14:24:24Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781976#M72</link>
      <description>&lt;BR /&gt;&lt;DIV&gt;&lt;SPAN style="font-family: Verdana, Arial, Helvetica, sans-serif;"&gt;It appears that inserting glFinish() calls into my code paths seems to resolve the problem.&lt;/SPAN&gt;&lt;/DIV&gt;&lt;DIV&gt;&lt;SPAN style="font-family: Verdana, Arial, Helvetica, sans-serif;"&gt;&lt;BR /&gt;&lt;/SPAN&gt;&lt;/DIV&gt;&lt;DIV&gt;&lt;SPAN style="font-family: Verdana, Arial, Helvetica, sans-serif;"&gt;It is unclear what Intel's opengl driver does with memory once you hand it to the GL using glTexImage2D or using glTexSubImage2D uploads.&lt;/SPAN&gt;&lt;/DIV&gt;&lt;DIV&gt;&lt;SPAN style="font-family: Verdana, Arial, Helvetica, sans-serif;"&gt;&lt;BR /&gt;&lt;/SPAN&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;-bms&lt;/DIV&gt;&lt;/DIV&gt;</description>
      <pubDate>Fri, 09 Dec 2011 15:53:04 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781976#M72</guid>
      <dc:creator>bms20</dc:creator>
      <dc:date>2011-12-09T15:53:04Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781977#M73</link>
      <description>&amp;gt;&amp;gt;...It appears that inserting &lt;STRONG&gt;glFinish()&lt;/STRONG&gt; calls into my code paths seems to resolve the problem...&lt;BR /&gt;&lt;BR /&gt;Congratulations! You've just &lt;STRONG&gt;&lt;SPAN style="text-decoration: underline;"&gt;proven&lt;/SPAN&gt;&lt;/STRONG&gt; that NVIDIA's statement "&lt;SPAN style="text-decoration: underline;"&gt;&lt;STRONG&gt;Never Call glFinish()&lt;/STRONG&gt;&lt;/SPAN&gt;" is not right in some cases. :)&lt;BR /&gt;&lt;BR /&gt;Take a look at NVIDIA's "&lt;STRONG&gt;GPU Programming Guide&lt;/STRONG&gt;" ( version 2.4.0 \ 2005 year ):&lt;BR /&gt;&lt;BR /&gt; ...&lt;BR /&gt;&lt;STRONG&gt; 8.6.10 Never Call glFinish() 67&lt;/STRONG&gt;&lt;BR /&gt; ...&lt;BR /&gt;&lt;BR /&gt;Best regards,&lt;BR /&gt;Sergey</description>
      <pubDate>Fri, 09 Dec 2011 18:20:19 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781977#M73</guid>
      <dc:creator>SergeyKostrov</dc:creator>
      <dc:date>2011-12-09T18:20:19Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781978#M74</link>
      <description>&lt;DIV&gt;&lt;SPAN style="font-family: Verdana, Arial, Helvetica, sans-serif;"&gt;Well, I shouldn't be calling glFinish. All that does is bottleneck things.&lt;/SPAN&gt;&lt;/DIV&gt;&lt;DIV&gt;&lt;SPAN style="font-family: Verdana, Arial, Helvetica, sans-serif;"&gt;&lt;BR /&gt;&lt;/SPAN&gt;&lt;/DIV&gt;&lt;DIV&gt;And on NVidia/ATI and other Intel drivers I don't need to call glFinish; everything works as expected.&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;This is simply an annoying fix for problems on Intel / HD / OpenGL.&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;What would be preferable is if there was access to a debug driver for HD graphics, and/or access to a developer's forum where I can interact with their driver developers.&lt;/DIV&gt;&lt;DIV&gt;&lt;/DIV&gt;&lt;DIV&gt;-bms&lt;/DIV&gt;</description>
      <pubDate>Fri, 09 Dec 2011 22:14:52 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781978#M74</guid>
      <dc:creator>bms20</dc:creator>
      <dc:date>2011-12-09T22:14:52Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781979#M75</link>
      <description>&amp;gt;&amp;gt;...&lt;STRONG&gt;&lt;SPAN style="text-decoration: underline;"&gt;developer's forum&lt;/SPAN&gt;&lt;/STRONG&gt; where I can interact with their &lt;STRONG&gt;&lt;SPAN style="text-decoration: underline;"&gt;driver developers&lt;/SPAN&gt;&lt;/STRONG&gt;...&lt;BR /&gt;&lt;BR /&gt;That's a good idea. Why wouldn't you try to contact somebody at Intel who are in chargefor the Intel Software Network?&lt;BR /&gt;&lt;BR /&gt;Best regards,&lt;BR /&gt;Sergey&lt;BR /&gt;</description>
      <pubDate>Sat, 10 Dec 2011 01:16:12 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781979#M75</guid>
      <dc:creator>SergeyKostrov</dc:creator>
      <dc:date>2011-12-10T01:16:12Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781980#M76</link>
      <description>Thank you guys!&lt;BR /&gt;Especially Alfonse answered me perfectly.&lt;BR /&gt;&lt;BR /&gt;Yes,
 actually reallocation is not allowed in D3D. When reallocating, I have 
to copy the entire buffer data from system memory to video memory. so I 
will reserve a proper size of video memory to store the buffer, and use 
glBufferSubData to update it when new primitives are added. Just like 
std::vector does.&lt;BR /&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;A href="http://www.mbaupdates.com/index.aspx"&gt;Top MBA Colleges in India&lt;/A&gt;&lt;BR /&gt;&lt;A href="http://www.mbaupdates.com/index.aspx"&gt;Business School Ranking&lt;/A&gt;</description>
      <pubDate>Fri, 30 Dec 2011 06:54:41 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781980#M76</guid>
      <dc:creator>mbaupdates</dc:creator>
      <dc:date>2011-12-30T06:54:41Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781981#M77</link>
      <description>I have a decade's experience in D3D, but I'm a novice on OpenGL. My project requires me to use OpenGL as it's cross-platform.&lt;BR /&gt;&lt;BR /&gt;Will glBufferData leak memory?&lt;BR /&gt;&lt;BR /&gt;My program looks like this&lt;BR /&gt;&lt;BR /&gt;glGenBuffers(...)&lt;BR /&gt;glBindBuffer()&lt;BR /&gt;main_loop&lt;BR /&gt;{&lt;BR /&gt;  glBufferData( GL_ARRAY_BUFFER , size , data , GL_DYNAMIC_DRAW );&lt;BR /&gt;  draw&lt;BR /&gt;}&lt;BR /&gt;glDestroyBuffers(...)&lt;BR /&gt;&lt;BR /&gt;As you see, the VBO will be a dynamic one. And the buffer size is always changing.&lt;BR /&gt;If
 the glBufferData will cause memory leak. Will it appear in video 
memory? Because I have tested it, while memory leak didn't take place in
 my system memory.&lt;BR /&gt;&lt;BR /&gt;Thank you!&lt;BR /&gt;&lt;BR /&gt;&lt;A href="http://www.mbaupdates.com/index.aspx"&gt;Top MBA Colleges in India&lt;/A&gt;&lt;BR /&gt;&lt;A href="http://www.mbaupdates.com/index.aspx"&gt;Business School Ranking&lt;/A&gt;</description>
      <pubDate>Fri, 30 Dec 2011 06:56:12 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781981#M77</guid>
      <dc:creator>mbaupdates</dc:creator>
      <dc:date>2011-12-30T06:56:12Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781982#M78</link>
      <description>&lt;DIV id="tiny_quote"&gt;&lt;DIV style="margin-left: 2px; margin-right: 2px;"&gt;Quoting &lt;A jquery1325636376156="53" rel="/en-us/services/profile/quick_profile.php?is_paid=&amp;amp;user_id=548471" href="https://community.intel.com/en-us/profile/548471/" class="basic"&gt;mbaupdates&lt;/A&gt;&lt;/DIV&gt;&lt;DIV style="background-color: #e5e5e5; margin-left: 2px; margin-right: 2px; border: 1px inset; padding: 5px;"&gt;&lt;I&gt;...&lt;BR /&gt;Will &lt;STRONG&gt;glBufferData&lt;/STRONG&gt; leak memory?&lt;BR /&gt;...&lt;BR /&gt;main_loop&lt;BR /&gt;{&lt;BR /&gt;glBufferData( GL_ARRAY_BUFFER , size , data , GL_DYNAMIC_DRAW );&lt;BR /&gt;draw&lt;BR /&gt;}&lt;BR /&gt;glDestroyBuffers(...)&lt;BR /&gt;&lt;BR /&gt;As you see, the VBO will be a dynamic one. And the buffer size is always changing.&lt;BR /&gt;&lt;STRONG&gt;&lt;SPAN style="text-decoration: underline;"&gt;If the glBufferData will cause memory leak. Will it appear in video memory?&lt;/SPAN&gt;&lt;/STRONG&gt; Because I have tested it, while memory leak didn't take place in my system memory.&lt;BR /&gt;...&lt;/I&gt;&lt;/DIV&gt;&lt;/DIV&gt;&lt;P&gt;&lt;BR /&gt;Why do you think that &lt;STRONG&gt;glBufferData&lt;/STRONG&gt;functioncauses some memory leaks?&lt;/P&gt;</description>
      <pubDate>Wed, 04 Jan 2012 00:31:39 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781982#M78</guid>
      <dc:creator>SergeyKostrov</dc:creator>
      <dc:date>2012-01-04T00:31:39Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781983#M79</link>
      <description>I have tested the above loop on an Intel HD 3000 with driver version: 8.15.10.2559. (see attached file for the exact spec from Glview).&lt;BR /&gt;&lt;BR /&gt;If the size of the data is sufficiently small - fewer than5000 triangles, then the system appears not to leak. However, if i increase the triangle count to 10000 and continue up to 30000 the memory usage increases until the program uses 600mb.&lt;BR /&gt;&lt;BR /&gt;GLfinish - was insufficient to prevent the leak.&lt;BR /&gt;If i add a sleep(200) after each render call, then there is no leak - but this isn't really solution. Other GPUs (nvidia, ati) are perfectly happy with sending large data arrays to the gpu.&lt;BR /&gt;&lt;BR /&gt;I used glMapBuffer() instead to send the data to the vbo and this seemed to work fine without any memory leaks. I was just curious to know if the glBufferDataidea posted by Sergeyis a mistake for larger data sizesand if soshould ialways be using glMapBuffer on intel gpus.&lt;BR /&gt;&lt;BR /&gt;thanks&lt;BR /&gt;&lt;BR /&gt;</description>
      <pubDate>Mon, 16 Jan 2012 10:06:13 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781983#M79</guid>
      <dc:creator>rgl32</dc:creator>
      <dc:date>2012-01-16T10:06:13Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781984#M80</link>
      <description>What exactly did you mean regarding 'idea'? I'm confused because I've quoted a userand then I've asked a&lt;BR /&gt;question about a memory leaks.&lt;BR /&gt;&lt;BR /&gt;Best regards,&lt;BR /&gt;Sergey&lt;BR /&gt;</description>
      <pubDate>Tue, 17 Jan 2012 02:58:58 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781984#M80</guid>
      <dc:creator>SergeyKostrov</dc:creator>
      <dc:date>2012-01-17T02:58:58Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781985#M81</link>
      <description>&lt;P&gt;I apologise Sergey, I must have read the forum post too quickly. I was testing mbaupdates loop concerning glBufferData on an intel hd 3000, in a laptop and on a desktop pc. I found no memory leak on the laptop, but as number of vertices increased, the chance of a memory leak also increased on the desktop pc.&lt;BR /&gt;&lt;BR /&gt;So i guess iam providingmore information on the reproducible bug with glBufferData on some intel hd 3000 cards using mbaupdates glBufferData loop.I wondered if anyone else was experiencing these problems. I fixed them with glMapBuffer, and i wondered if this was recommended practise for intel cards, or whether its a driver bug. In fact, if you don't use glBufferData and instead send the vertices using glVertexAttribPointer then you leak large chunks of memory very quickly. (unless you put a sleep in between each render call)&lt;BR /&gt;&lt;BR /&gt;once again sorry for making the mistake with regard to your forum post Sergey, it was mbaupdates loop i was supposed to be referencing. &lt;/P&gt;</description>
      <pubDate>Tue, 17 Jan 2012 09:52:57 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781985#M81</guid>
      <dc:creator>rgl32</dc:creator>
      <dc:date>2012-01-17T09:52:57Z</dc:date>
    </item>
    <item>
      <title>OpenGL memory leak?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781986#M82</link>
      <description>&lt;DIV id="tiny_quote"&gt;&lt;DIV style="margin-left: 2px; margin-right: 2px;"&gt;Quoting &lt;A jquery1326856080546="55" rel="/en-us/services/profile/quick_profile.php?is_paid=&amp;amp;user_id=550158" href="https://community.intel.com/en-us/profile/550158/" class="basic"&gt;rgl32&lt;/A&gt;&lt;/DIV&gt;&lt;DIV style="background-color: #e5e5e5; margin-left: 2px; margin-right: 2px; border: 1px inset; padding: 5px;"&gt;&lt;P&gt;&lt;EM&gt;I apologise Sergey, I must have read the forum post too quickly. I was testing mbaupdates loop concerning glBufferData on an intel hd 3000, in a laptop and on a desktop pc. I found no memory leak on the laptop, but as number of vertices increased, the chance of a memory leak also increased on the desktop pc.&lt;BR /&gt;&lt;BR /&gt;&lt;/EM&gt;&lt;STRONG&gt; [SergeyK] Thank you for the response.&lt;/STRONG&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;EM&gt;So i guess iam providingmore information on the reproducible bug with glBufferData on some intel hd 3000 cards using mbaupdates glBufferData loop.I wondered if anyone else was experiencing these problems. I fixed them with glMapBuffer, and i wondered if this was recommended practise for intel cards, &lt;STRONG&gt;&lt;SPAN style="text-decoration: underline;"&gt;or whether its a driver bug&lt;/SPAN&gt;&lt;/STRONG&gt;.&lt;BR /&gt;&lt;BR /&gt;&lt;/EM&gt;&lt;STRONG&gt; [SergeyK] Unfortunately, we still don't hear anything from Intel Software Engineers.&lt;/STRONG&gt;&lt;BR /&gt;&lt;EM&gt;...&lt;/EM&gt;&lt;/P&gt;&lt;/DIV&gt;&lt;/DIV&gt;&lt;P&gt;&lt;BR /&gt;Best regards,&lt;BR /&gt;Sergey&lt;/P&gt;</description>
      <pubDate>Wed, 18 Jan 2012 03:28:43 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/OpenGL-memory-leak/m-p/781986#M82</guid>
      <dc:creator>SergeyKostrov</dc:creator>
      <dc:date>2012-01-18T03:28:43Z</dc:date>
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