From 8ca6f8c6ec0630c27ce5df646ca12859b74ad980 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 1 Mar 2016 15:37:01 +0100 Subject: [PATCH] Do not free model mesh --- src/models.c | 48 +++++++++++++++++++----------------------------- 1 file changed, 19 insertions(+), 29 deletions(-) diff --git a/src/models.c b/src/models.c index 8a36c2799..fc1bb4836 100644 --- a/src/models.c +++ b/src/models.c @@ -575,7 +575,7 @@ Model LoadModel(const char *fileName) // NOTE: model properties (transform, texture, shader) are initialized inside rlglLoadModel() model = rlglLoadModel(mesh); // Upload vertex data to GPU - // Now that vertex data is uploaded to GPU, we can free arrays + // Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM // NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes... // NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh @@ -718,15 +718,8 @@ Model LoadHeightmap(Image heightmap, Vector3 size) Model model = rlglLoadModel(mesh); - // Now that vertex data is uploaded to GPU, we can free arrays - // NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2 - if (rlGetVersion() != OPENGL_11) - { - free(mesh.vertices); - free(mesh.texcoords); - free(mesh.normals); - free(mesh.colors); - } + // Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM... + // ...but we keep CPU RAM vertex data in case we need to update the mesh return model; } @@ -1093,15 +1086,8 @@ Model LoadCubicmap(Image cubicmap) Model model = rlglLoadModel(mesh); - // Now that vertex data is uploaded to GPU, we can free arrays - // NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2 - if (rlGetVersion() != OPENGL_11) - { - free(mesh.vertices); - free(mesh.texcoords); - free(mesh.normals); - free(mesh.colors); - } + // Now that vertex data is uploaded to GPU VRAM, we can free arrays from CPU RAM... + // ...but we keep CPU RAM vertex data in case we need to update the mesh return model; } @@ -1109,16 +1095,20 @@ Model LoadCubicmap(Image cubicmap) // Unload 3d model from memory void UnloadModel(Model model) { - if (rlGetVersion() == OPENGL_11) - { - free(model.mesh.vertices); - free(model.mesh.texcoords); - free(model.mesh.normals); - } - - rlDeleteBuffers(model.mesh.vboId[0]); - rlDeleteBuffers(model.mesh.vboId[1]); - rlDeleteBuffers(model.mesh.vboId[2]); + // Unload mesh data + free(model.mesh.vertices); + free(model.mesh.texcoords); + free(model.mesh.normals); + if (model.mesh.texcoords2 != NULL) free(model.mesh.texcoords2); + if (model.mesh.tangents != NULL) free(model.mesh.tangents); + if (model.mesh.colors != NULL) free(model.mesh.colors); + + rlDeleteBuffers(model.mesh.vboId[0]); // vertex + rlDeleteBuffers(model.mesh.vboId[1]); // texcoords + rlDeleteBuffers(model.mesh.vboId[2]); // normals + rlDeleteBuffers(model.mesh.vboId[3]); // texcoords2 + rlDeleteBuffers(model.mesh.vboId[4]); // tangents + rlDeleteBuffers(model.mesh.vboId[5]); // colors rlDeleteVertexArrays(model.mesh.vaoId);