RadixEngine
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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_ptr
s) 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.