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fixed some memory leaks, still issue with material index allocation leaking 4 bytes (possibly double allocation) (#964)
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@@ -2918,6 +2918,7 @@ static Model LoadOBJ(const char *fileName)
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tinyobj_attrib_free(&attrib);
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tinyobj_attrib_free(&attrib);
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tinyobj_shapes_free(meshes, meshCount);
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tinyobj_shapes_free(meshes, meshCount);
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tinyobj_materials_free(materials, materialCount);
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tinyobj_materials_free(materials, materialCount);
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RL_FREE(data); // oh ray how did you miss this...! :-p
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}
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}
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// NOTE: At this point we have all model data loaded
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// NOTE: At this point we have all model data loaded
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@@ -2967,7 +2967,8 @@ char *LoadText(const char *fileName)
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Shader LoadShader(const char *vsFileName, const char *fsFileName)
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Shader LoadShader(const char *vsFileName, const char *fsFileName)
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{
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{
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Shader shader = { 0 };
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Shader shader = { 0 };
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shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
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// double allocation causing leak (allocation done in LoadShaderCode)
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//shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
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char *vShaderStr = NULL;
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char *vShaderStr = NULL;
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char *fShaderStr = NULL;
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char *fShaderStr = NULL;
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