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 // Read in the data
png_read_image(png_ptr, row_pointers); png_read_image(png_ptr, row_pointers);
delete[] row_pointers;
this->Width = width; this->Width = width;
this->Height = height; this->Height = height;
@@ -107,8 +108,9 @@ dd::PNG::PNG(std::string path)
dd::PNG::~PNG() dd::PNG::~PNG()
{ {
if (Data) { if (this->Data != nullptr) {
delete[] Data; delete[] this->Data;
this->Data = nullptr;
} }
} }
+8 -8
View File
@@ -21,21 +21,21 @@
dd::Texture::Texture(std::string path) 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) { if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
image = std::make_unique<PNG>("Textures/Core/ErrorTexture.png"); image = 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) {
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed."); LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
return; return;
} }
} }
this->Width = image->Width; this->Width = image.Width;
this->Height = image->Height; this->Height = image.Height;
GLint format; GLint format;
switch (image->Format) { switch (image.Format) {
case Image::ImageFormat::RGB: case Image::ImageFormat::RGB:
format = GL_RGB; format = GL_RGB;
break; break;
@@ -48,7 +48,7 @@ dd::Texture::Texture(std::string path)
glGenTextures(1, &m_Texture); glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture); glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); 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_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);