fixed some memory leaks, still issue with material index allocation leaking 4 bytes (possibly double allocation) (#964)
This commit is contained in:
parent
e5d5f6e367
commit
6916ff58b1
2 changed files with 60 additions and 58 deletions
|
@ -2918,6 +2918,7 @@ static Model LoadOBJ(const char *fileName)
|
||||||
tinyobj_attrib_free(&attrib);
|
tinyobj_attrib_free(&attrib);
|
||||||
tinyobj_shapes_free(meshes, meshCount);
|
tinyobj_shapes_free(meshes, meshCount);
|
||||||
tinyobj_materials_free(materials, materialCount);
|
tinyobj_materials_free(materials, materialCount);
|
||||||
|
RL_FREE(data); // oh ray how did you miss this...! :-p
|
||||||
}
|
}
|
||||||
|
|
||||||
// NOTE: At this point we have all model data loaded
|
// NOTE: At this point we have all model data loaded
|
||||||
|
|
|
@ -2967,7 +2967,8 @@ char *LoadText(const char *fileName)
|
||||||
Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
Shader LoadShader(const char *vsFileName, const char *fsFileName)
|
||||||
{
|
{
|
||||||
Shader shader = { 0 };
|
Shader shader = { 0 };
|
||||||
shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
|
// double allocation causing leak (allocation done in LoadShaderCode)
|
||||||
|
//shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
|
||||||
|
|
||||||
char *vShaderStr = NULL;
|
char *vShaderStr = NULL;
|
||||||
char *fShaderStr = NULL;
|
char *fShaderStr = NULL;
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue