Fix a memory leak (#5636)
parent
3e71c8f482
commit
8464da7585
26
src/mesh.cpp
26
src/mesh.cpp
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@ -387,37 +387,39 @@ void recalculateBoundingBox(scene::IMesh *src_mesh)
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scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
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{
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scene::IMeshBuffer *clone = NULL;
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switch (mesh_buffer->getVertexType()) {
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case video::EVT_STANDARD: {
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video::S3DVertex *v = (video::S3DVertex *) mesh_buffer->getVertices();
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u16 *indices = mesh_buffer->getIndices();
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scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
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temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
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scene::SMeshBuffer *cloned_buffer = new scene::SMeshBuffer();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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return temp_buf;
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break;
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return cloned_buffer;
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}
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case video::EVT_2TCOORDS: {
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video::S3DVertex2TCoords *v =
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(video::S3DVertex2TCoords *) mesh_buffer->getVertices();
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u16 *indices = mesh_buffer->getIndices();
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scene::SMeshBufferTangents *temp_buf = new scene::SMeshBufferTangents();
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temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
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scene::SMeshBufferTangents *cloned_buffer =
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new scene::SMeshBufferTangents();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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break;
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return cloned_buffer;
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}
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case video::EVT_TANGENTS: {
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video::S3DVertexTangents *v =
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(video::S3DVertexTangents *) mesh_buffer->getVertices();
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u16 *indices = mesh_buffer->getIndices();
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scene::SMeshBufferTangents *temp_buf = new scene::SMeshBufferTangents();
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temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
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scene::SMeshBufferTangents *cloned_buffer =
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new scene::SMeshBufferTangents();
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cloned_buffer->append(v, mesh_buffer->getVertexCount(), indices,
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mesh_buffer->getIndexCount());
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break;
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return cloned_buffer;
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}
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}
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return clone;
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// This should not happen.
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sanity_check(false);
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return NULL;
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}
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scene::SMesh* cloneMesh(scene::IMesh *src_mesh)
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@ -85,6 +85,7 @@ void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
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/*
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* Clone the mesh buffer.
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* The returned pointer should be dropped.
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*/
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scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
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