Original Post
I''ve been getting an error stating that I have unfreed memory, but the thing is that I know that I have released all of my textures, vertex buffers etc.
The number of bytes that were left still allocated were around 760k, which told me that it must be a texture.
the bizarre thing is that I believe that I have found where the problem resides, but not how to solve it.
What I did was set a texture I was using to null (and not load it) and then the number of allocated bytes dropped to roughly 230K.
I know that I am releasing the Texture at the end because the line''s there in the Destructor of the class that holds my textures. I''m sure I didn''t accidently set the texture pointer to 0 because I stepped through and it did indeed release the texture.
Because of this, it seems that the leak exists in the g_pDevice->SetTexture(0, sometexture) or somewhere around there because when I commented out the code for the object that uses the texture, the number of allocated bytes went to around 230K again.
Are there any special properties about SetTexture?