OpenGEX: Replace another raw pointer with vector to fix a memory leak

pull/1775/head
Turo Lamminen 2018-02-06 19:13:54 +02:00
parent 880be5403f
commit 1aed63afb7
2 changed files with 4 additions and 9 deletions

View File

@ -223,8 +223,6 @@ static void propId2StdString( Property *prop, std::string &name, std::string &ke
OpenGEXImporter::VertexContainer::VertexContainer()
: m_numColors( 0 )
, m_colors( nullptr )
, m_numNormals( 0 )
, m_normals( nullptr )
, m_numUVComps()
, m_textureCoords() {
// empty
@ -233,7 +231,6 @@ OpenGEXImporter::VertexContainer::VertexContainer()
//------------------------------------------------------------------------------------------------
OpenGEXImporter::VertexContainer::~VertexContainer() {
delete[] m_colors;
delete[] m_normals;
for(auto &texcoords : m_textureCoords) {
delete [] texcoords;
@ -861,9 +858,8 @@ void OpenGEXImporter::handleVertexArrayNode( ODDLParser::DDLNode *node, aiScene
m_currentVertices.m_colors = new aiColor4D[ numItems ];
copyColor4DArray( numItems, vaList, m_currentVertices.m_colors );
} else if( Normal == attribType ) {
m_currentVertices.m_numNormals = numItems;
m_currentVertices.m_normals = new aiVector3D[ numItems ];
copyVectorArray( numItems, vaList, m_currentVertices.m_normals );
m_currentVertices.m_normals.resize( numItems );
copyVectorArray( numItems, vaList, m_currentVertices.m_normals.data() );
} else if( TexCoord == attribType ) {
m_currentVertices.m_numUVComps[ 0 ] = numItems;
m_currentVertices.m_textureCoords[ 0 ] = new aiVector3D[ numItems ];
@ -900,7 +896,7 @@ void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *
hasColors = true;
}
bool hasNormalCoords( false );
if ( m_currentVertices.m_numNormals > 0 ) {
if ( !m_currentVertices.m_normals.empty() ) {
m_currentMesh->mNormals = new aiVector3D[ m_currentMesh->mNumVertices ];
hasNormalCoords = true;
}

View File

@ -147,8 +147,7 @@ private:
std::vector<aiVector3D> m_vertices;
size_t m_numColors;
aiColor4D *m_colors;
size_t m_numNormals;
aiVector3D *m_normals;
std::vector<aiVector3D> m_normals;
size_t m_numUVComps[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
aiVector3D *m_textureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];