Depends on which memory you want to unload it from. If you want to unload it from video memory then glDeleteTextures is indeed what you want - the texture will be gone (eventually - glDeleteTextures most likely won't remove it immediately and doesn't actually make any promises about the backing memory store (which may e.g. be kept around for potential future reuse) - all it deals with is the texture object name) and you will never be able to use it again in your OpenGL code unless you recreate it.
Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.
looking at the SOIL source, i believe your looking for:
SOIL_free_image_data
look at the header for more information, and i don't claim to be 100% correct, i've never used soil, but i don't see anything else that seems to indicate deleting behavior.
looking at the SOIL source, i believe your looking for:
SOIL_free_image_data
look at the header for more information, and i don't claim to be 100% correct, i've never used soil, but i don't see anything else that seems to indicate deleting behavior.
I think that's only if you've loaded the file with
SOIL_load_image, because it returns an unsigned char buffer *, not an OpenGL asset ID.