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Home/ Questions/Q 6742211
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T11:48:59+00:00 2026-05-26T11:48:59+00:00

I’m creating an extra framebuffer and renderbuffer for offscreen rendering in my OpenGL ES

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I’m creating an extra framebuffer and renderbuffer for offscreen rendering in my OpenGL ES 1.1 iOS app. When I render into the additional renderbuffer I start to see memory warnings in the XCode console. What is the proper way to “release”, “clear” etc these additional buffers?

I experimented with glClear(GL_COLOR_BUFFER_BIT) but the memory warnings continued. Commenting out the rendering code causes the warnings to go away.

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  1. Editorial Team
    Editorial Team
    2026-05-26T11:49:00+00:00Added an answer on May 26, 2026 at 11:49 am

    I don’t know what you mean, glClear clears the content of the buffer (color, depth, stencil, whatever, depending on the bit flags) to a specific value. If you want to delete the buffers and free their resources, once you’re finished with them, use glDeleteFramebuffers and glDeleteRenderbuffers respectively, maybe with some OES suffix.

    Othwerwise I don’t know what you’re talking about else and if these two cases don’t apply you should just ignore such stupid warnings.

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