Original Post
My application draws a number of items on each render(nothing unusual about that), at the moment, the items are represented by objects which contain meshes, and I'm destroying then redefining all my objects on each render. I'll probably improve this, but I want to understand the problem I have now incase I end up just "hiding" it. Each item can have text associated with it, this is held in a mesh variable in my object. Each time I create the objects, I create any text there may be with: mesh3DText = Mesh.TextFromFont(Device3D, SelFont, MText, 1.0F, 0.1F) When I destroy the object, I call: mesh3DText.Dispose() But something is wrong: The app runs unreliably, and quite quickly fails, normally with an "out of memory" error. If I comment out the line that creates the text mesh, everything runs fine (but I get no text of course) If I create a teapot instead of a text mesh, everything runs fine, but a bit slower as I think the teapot meshes are much bigger than my small text meshes. I've even tried forcing the text to just "." to keep the mesh really small, but it's just as unreliable. Should it work ok if I call the above 2 lines many times to create and destroy a text mesh? Why is it going wrong with a text mess and not a larger teapot mesh? Any help much appreciated.