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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Segfault in glBufferSubData"
href="https://bugs.freedesktop.org/show_bug.cgi?id=82683#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Segfault in glBufferSubData"
href="https://bugs.freedesktop.org/show_bug.cgi?id=82683">bug 82683</a>
from <span class="vcard"><a class="email" href="mailto:itoral@igalia.com" title="Iago Toral <itoral@igalia.com>"> <span class="fn">Iago Toral</span></a>
</span></b>
<pre>This is a bug in the attached example. You have a huge loop where each
iteration allocates a new buffer that is never freed... it simply runs out of
memory/buffers.
Adding these deletes at the bottom of the while loop fixes the crash:
glDeleteVertexArrays(1, &vertex_array);
glDeleteBuffers(1, &vertex_buffer);</pre>
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