Fix memory leak on sequential mesh buffers update

#3449
This commit is contained in:
Wojtek Figat
2025-05-16 20:23:16 +02:00
parent 8bb5655b2f
commit ec2957bf38

View File

@@ -475,6 +475,12 @@ bool MeshBase::Init(uint32 vertices, uint32 triangles, const Array<const void*,
_collisionProxy.Init<uint32>(vertices, triangles, (const Float3*)vbData[0], (const uint32*)ibData);
#endif
// Free old buffers
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[0]);
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[2]);
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[3]);
SAFE_DELETE_GPU_RESOURCE(_indexBuffer);
// Initialize
_vertexBuffers[0] = vertexBuffer0;
_vertexBuffers[1] = vertexBuffer1;