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Ownership of Models + Double Frees

Abierto
#299 11 comentarios 0 reacciones 0 asignados Ver en GitHub

Nadie ha tomado este issue todavía.

Evaluación

Dificultad
4/5
Tiempo estimado
3-5 días
Aptitud para principiantes
30/100
Tipo de issue
Error
Claridad
Necesita aclaración
Estado de actividad
Estancado
Stack tecnológico
c, cpp

Línea de trabajo

Start with the models example and the Model destructor, then trace UnloadModel and UnloadMesh in rmodel.c through the shown unload sequence. Reproduce the double free and determine how ownership is shared between the wrapper and raylib. Done means the model and mesh resources are released once without the corruption error or duplicate VAO unload.

Escrito por el modelo de indexación a partir del texto del issue.

Descripción

When loading the Models with Mesh the ownership is not clear and the mash(es)(?) got double freed.

Logs

INFO: TEXTURE: [ID 2] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps)
INFO: FONT: Default font loaded successfully (224 glyphs)
INFO: FILEIO: [resources/cubicmap.png] File loaded successfully
INFO: IMAGE: Data loaded successfully (32x16 | R8G8B8 | 1 mipmaps)
INFO: TEXTURE: [ID 3] Texture loaded successfully (32x16 | R8G8B8 | 1 mipmaps)
INFO: VAO: [ID 2] Mesh uploaded successfully to VRAM (GPU)
INFO: FILEIO: [resources/cubicmap_atlas.png] File loaded successfully
INFO: IMAGE: Data loaded successfully (256x256 | R8G8B8A8 | 1 mipmaps)
INFO: TEXTURE: [ID 4] Texture loaded successfully (256x256 | R8G8B8A8 | 1 mipmaps)
INFO: TIMER: Target time per frame: 16.667 milliseconds
INFO: TEXTURE: [ID 2] Unloaded texture data from VRAM (GPU)
INFO: SHADER: [ID 3] Default shader unloaded successfully
INFO: TEXTURE: [ID 1] Default texture unloaded successfully
double free or corruption (!prev)
INFO: Window closed successfully
INFO: TEXTURE: [ID 4] Unloaded texture data from VRAM (GPU)
INFO: VAO: [ID 2] Unloaded vertex array data from VRAM (GPU)
INFO: VAO: [ID 2] Unloaded vertex array data from VRAM (GPU)

models example


    // Define the camera to look into our 3d world
    raylib::Camera camera({ 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f);

    raylib::Texture cubicmap;
    raylib::Model model;
    raylib::Texture texture;

    // load from imMap
    {
        raylib::Image imMap;
        imMap.Load("resources/cubicmap.png");      // Load cubicmap image (RAM)
        cubicmap.Load(imMap);                    // Convert image to texture to display (VRAM)
        raylib::Mesh mesh = raylib::Mesh::Cubicmap(imMap, Vector3{1.0f, 1.0f, 1.0f});
        model.Load(mesh);

        // NOTE: By default each cube is mapped to one part of texture atlas
        texture.Load("resources/cubicmap_atlas.png");    // Load map texture
        model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;     // Set map diffuse texture
    }


// Error happen at the end of the main
    ~Model() {
        Unload(); ///< error here ::UnloadModel(*this);
    }

rmodel.c


// Unload model (meshes/materials) from memory (RAM and/or VRAM)
// NOTE: This function takes care of all model elements, for a detailed control
// over them, use UnloadMesh() and UnloadMaterial()
void UnloadModel(Model model)
{
    // Unload meshes
    for (int i = 0; i < model.meshCount; i++) UnloadMesh(model.meshes[i]); ///< here

...

// Unload mesh from memory (RAM and VRAM)
void UnloadMesh(Mesh mesh)
{
    // Unload rlgl mesh vboId data
    rlUnloadVertexArray(mesh.vaoId);

    if (mesh.vboId != NULL) for (int i = 0; i < MAX_MESH_VERTEX_BUFFERS; i++) rlUnloadVertexBuffer(mesh.vboId[i]);
    RL_FREE(mesh.vboId);

    RL_FREE(mesh.vertices); ///< error here
Lenguaje dominante
C++
Estrellas
960
Forks
120
Merge medio
10 min
PR fusionados (30 d)
1

Guía de contribución

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  2. Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
  3. Haz un fork del repositorio y trabaja en una rama.
  4. Abre un pull request que haga referencia al número del issue.

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