presentRenderbuffer using memory? <p>I have simple drawing code like the following - repeated calls to draw several objects, followed by one call to glBindRenderbufferOES and one call to presentRenderbuffer - </p> <p>Objects draw fine, BUT - the call to presentRenderBuffer allocates a good amount of memory with each call </p> <p>I've generated and bound frame and render buffers - once - then never really do anything with them after that - </p> <p>Should I be clearing my buffers after each call to presentRenderBuffer? Or is there some other way to give back memory after calling?</p> <pre><code>// these four calls made for each object Loop over objects glVertexPointer(3, GL_FLOAT, 0, ... glTexCoordPointer(2, GL_FLOAT, ... glNormalPointer(GL_FLOAT, 0, ... glDrawArrays(GL_TRIANGLES, 0,... // then, one-time call to these glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; </code></pre>