explicitly deleted some gl objects to try addressing memory leaks
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@@ -114,6 +114,11 @@ void olive::gl::Blit(ShaderPtr pipeline, bool flipped, QMatrix4x4 matrix) {
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func->glDrawArrays(GL_TRIANGLES, 0, 6);
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func->glDrawArrays(GL_TRIANGLES, 0, 6);
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pipeline->release();
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pipeline->release();
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m_vbo2.destroy();
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m_vbo.destroy();
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m_vao.release();
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m_vao.destroy();
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}
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}
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void olive::gl::OCIOBlit(ShaderPtr pipeline,
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void olive::gl::OCIOBlit(ShaderPtr pipeline,
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@@ -98,6 +98,7 @@ void RenderInstance::Stop()
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buffer_.Destroy();
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buffer_.Destroy();
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// Destroy context
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// Destroy context
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delete ctx_;
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delete ctx_;
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// Destroy offscreen surface
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// Destroy offscreen surface
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