We found a memory leak in an app that creates a 2D texture about every second,
and Destroy()'s the old ones.
I comfirmed that TextureObject.DestoryGl is called, which calls
gl.glDeleteTextures(), so I don't understand what's happening. I should make a
better test case and see what's going wrong.
Original issue reported on code.google.com by
almar.klein@gmail.comon 29 Nov 2012 at 11:54