I’m not sure if anyone can help me, but I’ll try anyway. My Series 60 OpenGL ES application is working fine except that it’s leaking memory. When I exit the app, I get an alloc panic. Debugging the panic I found out that some memory that is allocated inside eglCreateWindowSurface() is never freed. Here is my initializing code:
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Are you seeing this behaviour on the emulator or device version or both?
We’ll take a look at what’s causing this and fix it in the next release. I assume the bug isn’t affecting your development so that you don’t need a fix earlier, right?
No, this alloc panic is not a major problem at this point, I can ignore it for now. I’ll post more info if/when I investigate it further.
The application is only running on emulator so far, I’ve just started to test it on device (Currently somewhere in my code it’s causing a EExcFloatUnderflow exception). On the emulator the library is working very well, no problems so far. I’m porting an existing OpenGL ES application from Windows CE platform.
Update: Got rid of the alloc panic by changing the initialization. Previously I specified EGL_RED_SIZE 8, EGL_GREEN_SIZE 8, EGL_BLUE_SIZE 8, now I use EGL_BUFFER_SIZE.