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Mesh never frees its GL resources

Open ElementW opened this issue 7 years ago • 0 comments

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.

ElementW avatar Aug 26 '17 22:08 ElementW