Fixed on window resize memory leak
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@@ -42,6 +42,15 @@ void LightCullingPass::SetSSBOSizes()
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{
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{
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m_NumberOfTiles = (int)(m_Renderer->GetViewportSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewportSize().Height/TILE_SIZE);
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m_NumberOfTiles = (int)(m_Renderer->GetViewportSize().Width/TILE_SIZE) * (int)(m_Renderer->GetViewportSize().Height/TILE_SIZE);
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if (m_Frustums != nullptr) {
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delete[] m_Frustums;
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}
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if (m_LightGrid != nullptr) {
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delete[] m_LightGrid;
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}
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if (m_LightIndex != nullptr) {
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delete[] m_LightIndex;
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}
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m_Frustums = new Frustum[m_NumberOfTiles];
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m_Frustums = new Frustum[m_NumberOfTiles];
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m_LightGrid = new LightGrid[m_NumberOfTiles];
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m_LightGrid = new LightGrid[m_NumberOfTiles];
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m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
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m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
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