Do not free model mesh
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parent
04caf1c262
commit
8ca6f8c6ec
48
src/models.c
48
src/models.c
@ -575,7 +575,7 @@ Model LoadModel(const char *fileName)
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// NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel()
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model = rlglLoadModel(mesh); // Upload vertex data to GPU
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// Now that vertex data is uploaded to GPU, we can free arrays
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// Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM
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// NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
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// NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh
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@ -718,15 +718,8 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
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Model model = rlglLoadModel(mesh);
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// Now that vertex data is uploaded to GPU, we can free arrays
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// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
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if (rlGetVersion() != OPENGL_11)
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{
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free(mesh.vertices);
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free(mesh.texcoords);
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free(mesh.normals);
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free(mesh.colors);
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}
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// Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM...
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// ...but we keep CPU RAM vertex data in case we need to update the mesh
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return model;
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}
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@ -1093,15 +1086,8 @@ Model LoadCubicmap(Image cubicmap)
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Model model = rlglLoadModel(mesh);
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// Now that vertex data is uploaded to GPU, we can free arrays
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// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
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if (rlGetVersion() != OPENGL_11)
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{
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free(mesh.vertices);
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free(mesh.texcoords);
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free(mesh.normals);
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free(mesh.colors);
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}
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// Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM...
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// ...but we keep CPU RAM vertex data in case we need to update the mesh
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return model;
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}
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@ -1109,16 +1095,20 @@ Model LoadCubicmap(Image cubicmap)
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// Unload 3d model from memory
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void UnloadModel(Model model)
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{
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if (rlGetVersion() == OPENGL_11)
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{
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free(model.mesh.vertices);
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free(model.mesh.texcoords);
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free(model.mesh.normals);
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}
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rlDeleteBuffers(model.mesh.vboId[0]);
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rlDeleteBuffers(model.mesh.vboId[1]);
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rlDeleteBuffers(model.mesh.vboId[2]);
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// Unload mesh data
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free(model.mesh.vertices);
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free(model.mesh.texcoords);
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free(model.mesh.normals);
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if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2);
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if (model.mesh.tangents != NULL) free(model.mesh.tangents);
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if (model.mesh.colors != NULL) free(model.mesh.colors);
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rlDeleteBuffers(model.mesh.vboId[0]); // vertex
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rlDeleteBuffers(model.mesh.vboId[1]); // texcoords
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rlDeleteBuffers(model.mesh.vboId[2]); // normals
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rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2
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rlDeleteBuffers(model.mesh.vboId[4]); // tangents
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rlDeleteBuffers(model.mesh.vboId[5]); // colors
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rlDeleteVertexArrays(model.mesh.vaoId);
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