fixed the memory garbage problem
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5c5b9ac2f1
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5ab2f2eaf9
@ -24,7 +24,7 @@ struct Segment {
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std::uint32_t textureIndex = 0;
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float* vertex = nullptr;
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float* uv = nullptr;
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std::vector<std::vector<std::uint32_t>*> meshIndices; // indices into vertex array
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std::vector<std::vector<std::uint32_t>> meshIndices; // indices into vertex array
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};
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struct Modl {
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@ -434,7 +434,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
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int highBitCount(0);
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std::vector<uint32_t>* tempPoly = new std::vector<uint32_t>;
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std::vector<uint32_t> tempPoly; // = new std::vector<uint32_t>;
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for (unsigned int i = 0; i < tempSize; i++)
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{
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@ -449,7 +449,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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tempValue = (std::uint16_t(tempValue << 1) >> 1);
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}
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tempPoly->push_back((std::uint32_t)tempValue);
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tempPoly.push_back((std::uint32_t)tempValue);
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// new Polygon found
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if (highBitCount == 2)
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@ -461,18 +461,20 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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std::uint32_t saveData[2];
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for (int i = 0; i < 2; i++)
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{
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saveData[i] = tempPoly->back();
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tempPoly->pop_back();
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saveData[i] = tempPoly.back();
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tempPoly.pop_back();
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}
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// ..and save them in the new vector
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std::vector<uint32_t>* newPointer = new std::vector<uint32_t>;
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tempData->meshIndices.push_back(tempPoly);
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tempPoly.clear();
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for (int i = 1; i >= 0; i--)
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newPointer->push_back(saveData[i]);
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tempPoly.push_back(saveData[i]);
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// save the old vector and set the pointer to the new one
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tempData->meshIndices.push_back(tempPoly);
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tempPoly = newPointer;
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//tempData->meshIndices.push_back(tempPoly);
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//tempPoly = newPointer;
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} // if high bit set
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} // for all values
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@ -542,19 +544,19 @@ void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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fsMesh.seekg((*it)->position);
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fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
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std::vector<uint32_t>* tempPoly;
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std::vector<uint32_t> tempPoly;
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// for every triangle..
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for (unsigned int i = 0; i < tempSize; i += 3)
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{
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tempPoly = new std::vector<uint32_t>;
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tempPoly.clear();
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// ..get the 3 indices and save them
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for (int j = 0; j < 3; j++)
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{
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std::uint32_t tempValue;
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fsMesh.read(reinterpret_cast<char*>(&tempValue), sizeof(std::uint32_t));
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tempPoly->push_back(tempValue);
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tempPoly.push_back(tempValue);
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}
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tempData->meshIndices.push_back(tempPoly);
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}
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@ -126,10 +126,10 @@ void OpenGLController::deleteVectors()
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while (!segmCuror->meshIndices.empty())
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{
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std::vector<std::uint32_t>* meshCursor = segmCuror->meshIndices.back();
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meshCursor->clear();
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while (!segmCuror->meshIndices.back().empty())
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segmCuror->meshIndices.back().pop_back();
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segmCuror->meshIndices.pop_back();
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delete meshCursor;
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}
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delete segmCuror;
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@ -350,7 +350,7 @@ void OpenGLController::updateScene()
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// calculate the number of vertex
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unsigned int vertexCount(0);
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for (auto& it : segIt->meshIndices)
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vertexCount += (it->size() - 2) * 3;
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vertexCount += (it.size() - 2) * 3;
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glDrawArrays(GL_TRIANGLES, instanceOffset, vertexCount);
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@ -393,10 +393,10 @@ void OpenGLController::loadMsh(const char * path)
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{
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for (auto& mshIt : segIt->meshIndices) // for every polygon
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{
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if (mshIt->size() >= 3) // multipoly
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if (mshIt.size() >= 3) // multipoly
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{
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// for every triangle of the multi polygon
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for (unsigned int tri = 0; tri < mshIt->size() - 2; tri++)
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for (unsigned int tri = 0; tri < mshIt.size() - 2; tri++)
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{
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// for every edge of the triangle
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for (int triEdge = 0; triEdge < 3; triEdge++)
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@ -404,7 +404,7 @@ void OpenGLController::loadMsh(const char * path)
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Vertex tempVertex;
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// every edge has 3 coordinates
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for (int j = 0; j < 3; j++)
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tempVertex.position[j] = (GLfloat)segIt->vertex[(*mshIt)[tri + triEdge - ((tri % 2) * (triEdge - 1) * 2)] * 3 + j];
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tempVertex.position[j] = (GLfloat)segIt->vertex[mshIt[tri + triEdge - ((tri % 2) * (triEdge - 1) * 2)] * 3 + j];
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// and 2 UV
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if (segIt->uv == NULL)
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@ -415,7 +415,7 @@ void OpenGLController::loadMsh(const char * path)
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else
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{
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for (int j = 0; j < 2; j++)
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tempVertex.uv[j] = (GLfloat)segIt->uv[(*mshIt)[tri + triEdge - ((tri % 2) * (triEdge - 1) * 2)] * 2 + j];
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tempVertex.uv[j] = (GLfloat)segIt->uv[mshIt[tri + triEdge - ((tri % 2) * (triEdge - 1) * 2)] * 2 + j];
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}
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tempBufferData.push_back(tempVertex);
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}
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@ -441,6 +441,8 @@ void OpenGLController::loadMsh(const char * path)
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);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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tempBufferData.clear();
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// get textures path
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std::string tempPath = path;
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