   Deleting OpenGL Textures
  Hi, once textures are created using glTexImage2D, how can you free up the memory at a later stage? For example, if writing a texture manager and you wish to delete delete textures from memory, how do you go about doing this? I'm under the impression that once glTexImage2D is called, any memory you allocated for the texture when loading from a file can be free'd, as OpenGL takes care of things. Am I mistaken?Thanks in advance p.s. I've tried searching GameDev and Google for the answer, but to no avail. Sorry if this has been covered before!   
  void glDeleteTextures(GLsizei n, const GLuint *textures);With "n" being the number of textures to be deleted and "textures" is the array of textures to be deleted by id.   ;  And yes, once you have called glTexImage2D with your image data, you can safely delete the buffer you loaded into, as OpenGL uploads the texture into video memory which itself isn't freed until glDeleteTextures is called.   ;  Thanks, I thought there must be a way of deleting textures from memory. Seemed a little futile to write a texture manager that couldn't free up unused textures heh.Thanks, just the reply I was looking for   