fixed memory leak in 3ds loader when splitting mesh buffers, reported by Dave
git-svn-id: http://svn.code.sf.net/p/irrlicht/code/trunk@738 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -936,11 +936,13 @@ void C3DSMeshFileLoader::composeObject(io::IReadFile* file, const core::stringc&
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{
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u32 vtxCount = mb->Vertices.size();
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if (vtxCount>maxPrimitives)
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{
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Mesh->addMeshBuffer(new SMeshBuffer());
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{
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IMeshBuffer* tmp = mb;
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mb=(SMeshBuffer*)(Mesh->MeshBuffers[mbPos]=Mesh->MeshBuffers.getLast());
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Mesh->MeshBuffers[Mesh->MeshBuffers.size()-1]=tmp;
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mb = new SMeshBuffer();
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Mesh->addMeshBuffer(mb);
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mb->drop();
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Mesh->MeshBuffers[mbPos] = Mesh->MeshBuffers.getLast();
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Mesh->MeshBuffers[Mesh->MeshBuffers.size()-1] = tmp;
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mb->getMaterial() = *mat;
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vtxCount=0;
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}
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