Fixed memory leak
This was SVN commit r1195.
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parent
0a05c2977a
commit
6d4f94112d
@ -245,8 +245,8 @@ static int write_sys_info()
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static int set_vmode(int w, int h, int bpp, bool fullscreen)
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{
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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if(!SDL_SetVideoMode(w, h, bpp, SDL_OPENGL|(fullscreen?SDL_FULLSCREEN:0)))
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return -1;
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@ -266,7 +266,7 @@ static int set_vmode(int w, int h, int bpp, bool fullscreen)
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}
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// use_bmp is for when you simply want high-speed output
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// use_bmp is for when you want high-speed output at the expense of huge files
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static void WriteScreenshot(bool use_bmp = false)
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{
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// determine next screenshot number.
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@ -281,9 +281,9 @@ static void WriteScreenshot(bool use_bmp = false)
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// could fix via enumerating all files, but it's not worth it ATM.
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char fn[VFS_MAX_PATH];
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const char* file_format;
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if(use_bmp) file_format = "screenshots/screenshot%04d.bmp";
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else file_format = "screenshots/screenshot%04d.png";
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const char* file_format =
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use_bmp ? "screenshots/screenshot%04d.bmp"
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: "screenshots/screenshot%04d.png";
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static int next_num = 1;
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do
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@ -747,6 +747,8 @@ static void Shutdown()
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delete &g_ObjMan;
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delete &g_SkelAnimMan;
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delete &g_MaterialManager;
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// destroy terrain related stuff
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delete &g_TexMan;
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@ -907,8 +909,8 @@ PREVTSC=CURTSC;
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// create terrain related stuff
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new CTextureManager;
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// create the material manager
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new CMaterialManager;
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// create the material manager
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new CMaterialManager;
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// create actor related stuff
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new CSkeletonAnimManager;
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