Hi Martin, The osg::Node's have releaseGLObjects() that help disconnect the GLObjects from the scene graph, these get put in several backend containers for the GLObjects, that get cleaned up by a call to osg::flushAllDeletedGLObjects. The standard viewer should be doing all this for you, but in your case you'll be using a non standard route thanks to the constraints of Android windowing. I'm not the author of the the Android windowing example so can't comment on the specifics. I guess there is chance there is an error at the viewer level somewhere.
As general comment, the VSG project is probably a better fit for Android than the OSG, thanks to both the Vulkan and the lightweight design/implementation of the VSG. Under Vulkan you create most graphics objects tied to the Vulkan Instance, when a window is resized or closed/opened you have to recreate the window related objects, but other objects can be shared. This recreation of objects happens for all platforms so it's not a Android special issue like it is for OpenGL, so it's more likely we'll be able to spot issues and debug them prior to a port to Android. The VSG still early it's life though, so feature wise it's a long way behind the OSG right now. It's still a moving target too, but if you don't need a wide range of OSG features then you might be able to get by with the VSG. Robert.
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