Fix for several memory leaks in fluidsim (found with Valgrind).
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@ -37,6 +37,7 @@ class ntlGeometryClass
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//! Default destructor
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virtual ~ntlGeometryClass() {
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delete mpAttrs;
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delete mpSwsAttrs;
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};
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//! Return type id
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@ -20,6 +20,7 @@ class ntlRay;
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class ntlTree;
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class ntlScene;
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class ntlRenderGlobals;
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class ntlGeometryObject;
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//! store data for an intersection of a ray and a triangle
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// NOT YET USED
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@ -323,8 +324,8 @@ public:
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/* CONSTRUCTORS */
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/*! Default constructor */
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ntlScene( ntlRenderGlobals *glob, bool del=true );
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/*! Default destructor */
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~ntlScene();
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/*! Default destructor */
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~ntlScene();
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/*! Add an object to the scene */
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inline void addGeoClass(ntlGeometryClass *geo) {
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@ -58,7 +58,8 @@ SimulationObject::~SimulationObject()
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if(mpGiTree) delete mpGiTree;
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if(mpElbeemSettings) delete mpElbeemSettings;
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if(mpLbm) delete mpLbm;
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if(mpParam) delete mpParam;
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if(mpParam) delete mpParam;
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if(mpParts) delete mpParts;
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debMsgStd("SimulationObject",DM_MSG,"El'Beem Done!\n",10);
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}
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@ -63,6 +63,9 @@ LbmControlData::LbmControlData() :
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LbmControlData::~LbmControlData()
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{
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while (!mCons.empty()) {
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delete mCons.back(); mCons.pop_back();
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}
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}
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@ -441,6 +441,10 @@ LbmFsgrSolver::~LbmFsgrSolver()
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delete mpIso;
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if(mpPreviewSurface) delete mpPreviewSurface;
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// cleanup done during scene deletion...
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#if LBM_INCLUDE_CONTROL==1
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if(mpControl) delete mpControl;
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#endif
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// always output performance estimate
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debMsgStd("LbmFsgrSolver::~LbmFsgrSolver",DM_MSG," Avg. MLSUPS:"<<(mAvgMLSUPS/mAvgMLSUPSCnt), 5);
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