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interesting.
i wonder if that means it doesn't leak if you send it a DX11 Texture2D, but it does leak if you send it a DX9 one without setting that flag to true..
The receiver is leaking memory.
When you add the following line in Receiver.cpp after line 24 (in the init method), the problem seems to be fixed.
this->spoutReceiver->SetDX9(true);
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