RadixEngine
RadixEngine copied to clipboard
Mesh never frees its GL resources
MeshLoader generates a VAO and VBO in multiple methods, yet no matching call to glDeleteVertexArray or glDeleteBuffers is ever done, resulting in multiple GL resource leaks.
I suggest using refcounted mesh storage (either through a MeshCache class extenting on the current MeshLoader::meshCache use, or using std::shared_ptrs) as well as RAII object interfaces to GL's VAOs and VBOs. I might just "donate" VAO.hpp and VBO.{hpp,cpp} from my Diggler project to Radix to solve that if no other implementation is planned.