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multi-viewport memory leaks #4504
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Please also provide details about GPU and Drivers version. And after testing if the changes discussed in the other are fixing the issue for you, you can also try updating drivers and see if it works without the changes. |
Thank you. I will do some work according to relevant content and get back to you after completion |
@ocornut static void ImGui_ImplOpenGL3_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
} I took advantage of OpengL's backward compatibility features to solve this problem for the time being. This solution may not seem perfect, but at least it will keep memory from leaking. static void ImGui_ImplOpenGL2_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
} What do you think about that |
Hello @straywriter, Please post in #4468 and try the change mentioned here: There is a |
Reverted the changes of #4468 with b8b0f9d, not using glBufferSubData() anymore. |
Version/Branch of Dear ImGui:
Version: dear imgui, v1.84 WIP
Branch: docking
Back-end/Renderer/Compiler/OS
Back-ends: imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
Compiler: Visual Studio 2019
Operating System: Windows 10
My Issue/Question:
This example has memory leak in multi-viewport case, how to fix
I didn't change any code
This does not seem to be the case with the other examples
My GPU:
GeForce GTX 1050 Ti
Version:457.49
Screenshots/Video
Memory leaks when the example moves out of the window
When the window is moved back, memory is restored
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