# TextureTransform-Step: fix memory leak due to uvtrafo keys not being deleted properly. This fixes [3463286].
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1104 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/4/merge
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afd462045d
commit
aa189c0247
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@ -241,52 +241,53 @@ void TextureTransformStep::Execute( aiScene* pScene)
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update.index = prop->mIndex;
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// Get textured properties and transform
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for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
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{
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for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) {
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aiMaterialProperty* prop2 = mat->mProperties[a2];
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if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
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if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) {
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continue;
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}
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if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc"))
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{
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if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) {
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info.uvIndex = *((int*)prop2->mData);
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// Store a direct pointer for later use
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update.directShortcut = (unsigned int*) prop2->mData;
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}
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else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu"))
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else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) {
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info.mapU = *((aiTextureMapMode*)prop2->mData);
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else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev"))
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}
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else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) {
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info.mapV = *((aiTextureMapMode*)prop2->mData);
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else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo"))
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{
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}
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else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) {
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// ValidateDS should check this
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ai_assert(prop2->mDataLength >= 20);
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::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5);
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delete[] prop2->mData;
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// Directly remove this property from the list
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mat->mNumProperties--;
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for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3)
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for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) {
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mat->mProperties[a3] = mat->mProperties[a3+1];
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}
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// Warn: could be an underflow, but nevertheless it should work
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delete prop2;
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// Warn: could be an underflow, but this does not invoke undefined behaviour
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--a2;
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}
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}
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// Find out which transformations are to be evaluated
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if (!(configFlags & AI_UVTRAFO_ROTATION))
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if (!(configFlags & AI_UVTRAFO_ROTATION)) {
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info.mRotation = 0.f;
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if (!(configFlags & AI_UVTRAFO_SCALING))
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}
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if (!(configFlags & AI_UVTRAFO_SCALING)) {
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info.mScaling = aiVector2D(1.f,1.f);
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if (!(configFlags & AI_UVTRAFO_TRANSLATION))
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}
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if (!(configFlags & AI_UVTRAFO_TRANSLATION)) {
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info.mTranslation = aiVector2D(0.f,0.f);
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}
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// Do some preprocessing
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PreProcessUVTransform(info);
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