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The memory panel showed no texture bytes and no geometry bytes under OpenGL. Only the depth renderbuffers went into the render target group. All three groups now give a value. Textures: GL_texture_bytes_used holds the bytes of every live texture cache slot. opengl_texture_release_bytes() removes the bytes of a slot at each site that drops its texture data. The bitmap render targets record the bytes of their color texture. Geometry: the unused GL_vertex_data_in global becomes GL_geometry_bytes_used, which counts only vertex and index buffers. This matches the geometry group of the Vulkan backend. gr_opengl_delete_buffer() sets the size of the buffer to 0, because opengl_destroy_all_buffers() calls it a second time for a buffer that the game already deleted. Render targets: three new functions add the scene textures, the post-processing textures, and the shadow map to the group. They sum the bytes at the moment of the call from the textures that exist, thus they need no bookkeeping at the create and delete sites. Co-Authored-By: Claude Opus 5 <[email protected]>