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authorBenoit Bolsee <benoit.bolsee@online.be>2008-03-10 01:02:32 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2008-03-10 01:02:32 +0300
commit1f0ae739cb952165488f13499f141ac3d20378e0 (patch)
tree651ddff6a19f68a2d95745c2d0478511141bde0a /source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
parent52293831b26f34547acf100603c87296deba7a60 (diff)
BGE memleak fix: OpenGL Display Lists not deleted when switching scene
This fix also improves performance of Display List for replica objects: Display List ID caching is now enabled for replica objects which avoids a tree search on each frame and for each replica.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MaterialBucket.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 689772f51c4..757784be87f 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -69,6 +69,11 @@ bool KX_MeshSlot::Less(const KX_MeshSlot& lhs) const
return result;
}
+KX_MeshSlot::~KX_MeshSlot()
+{
+ if (m_DisplayList)
+ m_DisplayList->Release();
+}
RAS_MaterialBucket::RAS_MaterialBucket(RAS_IPolyMaterial* mat)