Hi there,
What is the recommended practice for the deallocation of VBOs please? Specifically I am interested in this feature when cleanly removing objects from a scene as well as elegantly closing down an application. At the moment, I am deallocating with the following line of code:
gl.glDeleteBuffersARB(1,glID,0);
On the ATI X1800 (Mac OS X, Intel, Leopard) this quickly causes strange vertex artifacts and frame-rate drops when working with a large number of VBOs (the IDs are valid and no exception is thrown). If a VBO deallocation strategy is not adopted, everything is fine, but I assume that this will eventually clog up the card unless the context is destroyed.
Many thanks for your input.