Hi,

I have discovered that the cloud textures gets loaded 4 times to many, adding about 25 Mb of unnecessary textures. But unfortunately I can't find the reason for that and need some help.

What happens is that in cloud.cxx the SGCloudLayer::rebuild() loads the texture if they weren't loaded already. But somehow the layer_states[] gets cleared after leaving this function!

Try adding this test at the very beginning of the function to see that the pointer gets lost every time the functions is called:

cout << "layer_states[SG_CLOUD_OVERCAST] = " << layer_states[SG_CLOUD_OVERCAST] << endl;

But I have no idea why and where this happens.
:-(

Does anybody have any idea?

Erik


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