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| author | chriscamacho <chriscamacho@users.noreply.github.com> | 2019-09-19 16:11:37 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2019-09-19 17:11:37 +0200 |
| commit | bce2dd1231b01964bf619a71d4c9cd2141e41f6b (patch) | |
| tree | 8ac894101df1f53756982f569a2b22c73213dceb /examples/models | |
| parent | d089e1cd34fdae4a17aa589ff20ea0af19b11410 (diff) | |
| download | raylib-bce2dd1231b01964bf619a71d4c9cd2141e41f6b.tar.gz raylib-bce2dd1231b01964bf619a71d4c9cd2141e41f6b.zip | |
fixed leak with PBR example (#971)
Diffstat (limited to 'examples/models')
| -rw-r--r-- | examples/models/models_material_pbr.c | 15 |
1 files changed, 14 insertions, 1 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 8702f79a..2c0a15e3 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -50,6 +50,7 @@ int main(void) // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO MeshTangents(&model.meshes[0]); + UnloadMaterial(model.materials[0]); // get rid of default material model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); // Create lights @@ -98,7 +99,19 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - UnloadMaterial(model.materials[0]); // Unload material: shader and textures + + // user must unload shaders and textures as they could be in use + // by other models.... + UnloadShader(model.materials[0].shader); + UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture); + UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture); + UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture); + UnloadTexture(model.materials[0].maps[MAP_ROUGHNESS].texture); + UnloadTexture(model.materials[0].maps[MAP_OCCLUSION].texture); + UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture); + UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture); + UnloadTexture(model.materials[0].maps[MAP_BRDF].texture); + UnloadModel(model); // Unload model CloseWindow(); // Close window and OpenGL context |
