Copy texture data before handing on to asset which then handles freeing of the memory. This prevents the memory being released twice which was throwing an error. Fixes issue #2714.
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8a4c35598e
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9aa9238e7e
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@ -320,7 +320,9 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, Ref<Texture>& texture, aiTe
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if (path[0] == '*') { // embedded
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aiTexture* tex = mScene->mTextures[atoi(&path[1])];
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uint8_t* data = reinterpret_cast<uint8_t*>(tex->pcData);
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// copy data since lifetime control is handed over to the asset
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uint8_t* data = new uint8_t[tex->mWidth];
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memcpy(data, tex->pcData, tex->mWidth);
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texture->source->SetData(data, tex->mWidth, *mAsset);
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if (tex->achFormatHint[0]) {
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