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I'm still not 100% happy with the solution, you can still mess up the construction via implicit cast. raylib::Mesh mesh = raylib::Mesh::Cubicmap(imMap, Vector3{ 1.0f, 1.0f, 1.0f }); // Use MeshUnmanaged, Mesh will be handled by Model
raylib::Model model(mesh);INFO: TEXTURE: [ID 4] Unloaded texture data from VRAM (GPU)
INFO: VAO: [ID 2] Unloaded vertex array data from VRAM (GPU)
INFO: MODEL: Unloaded model (and meshes) from RAM and VRAM
INFO: VAO: [ID 2] Unloaded vertex array data from VRAM (GPU)
double free or corruption (!prev)
Process finished with exit code 134 (interrupted by signal 6:SIGABRT) |
Contributor
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Maybe making the void Load(const ::Mesh& mesh) = delete;
void Load(::Mesh&& mesh) { ... }
void Load(const raylib::Mesh& mesh) = delete;
void Load(raylib::Mesh&& mesh) { ... } |
RobLoach
reviewed
Mar 9, 2024
| raylib::Texture cubicmap(imMap); // Convert image to texture to display (VRAM) | ||
| Mesh mesh = raylib::Mesh::Cubicmap(imMap, Vector3{ 1.0f, 1.0f, 1.0f }); | ||
| raylib::MeshUnmanaged mesh = raylib::MeshUnmanaged::Cubicmap(imMap, Vector3{ 1.0f, 1.0f, 1.0f }); // Use MeshUnmanaged, Mesh will be handled by Model | ||
| raylib::Model model(mesh); |
Owner
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Thanks for taking this on! Definitely does make sense since Model ends up taking ownership of the Model.
In addition to having MeshUnmanaged, I think having an overloaded method for raylib::Model(raylib::Mesh) that creates a copy of the Mesh as MeshUnmanaged, and uses that. This way the example code wouldn't need to change, but memory would still be 👌
Owner
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I'll merge this forwards, and then we can take it on as a follow up PR.
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