Setup: a Philips 3D stereo screen, displaying OpenGL programs, including Jogl programs, in stereo.
It relies on a replacement for opengl32.dll, that sends a normal image together with a depth map to the monitor.
Unfortunately, glCanvas.display() calls start to eat memory, as soon as this DLL is used,
so the application locks up after a few seconds. (Comparable C++ programs don’t suffer from this problem).
Any ideas what is causing this memory leak, or how to prevent it?