Fixed huge memory leak reading textures

This commit is contained in:
2015-10-15 17:54:42 +02:00
parent 4a031147a6
commit f732687347
2 changed files with 12 additions and 10 deletions
+4 -2
View File
@@ -97,6 +97,7 @@ dd::PNG::PNG(std::string path)
// Read in the data
png_read_image(png_ptr, row_pointers);
delete[] row_pointers;
this->Width = width;
this->Height = height;
@@ -107,8 +108,9 @@ dd::PNG::PNG(std::string path)
dd::PNG::~PNG()
{
if (Data) {
delete[] Data;
if (this->Data != nullptr) {
delete[] this->Data;
this->Data = nullptr;
}
}
+8 -8
View File
@@ -21,21 +21,21 @@
dd::Texture::Texture(std::string path)
{
std::unique_ptr<Image> image = std::make_unique<PNG>(path);
PNG image(path);
if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
image = std::make_unique<PNG>("Textures/Core/ErrorTexture.png");
if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
image = PNG("Textures/Core/ErrorTexture.png");
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
return;
}
}
this->Width = image->Width;
this->Height = image->Height;
this->Width = image.Width;
this->Height = image.Height;
GLint format;
switch (image->Format) {
switch (image.Format) {
case Image::ImageFormat::RGB:
format = GL_RGB;
break;
@@ -48,7 +48,7 @@ dd::Texture::Texture(std::string path)
glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, image->Width, image->Height, 0, format, GL_UNSIGNED_BYTE, image->Data);
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);