From 7ff123ce5c08953a31f5728922be9d56c4ed850c Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Thu, 27 Mar 2014 13:46:22 -0700 Subject: [PATCH] Fix T39452: Meshes without materials causes a memory leak in the game engine These types of meshes do not use material caching, and thus only the first created material would be saved, but subsequent ones were not. Those subsequent materials were then not being freed. Now we make sure to track all of the materials. Note: Meshes that cannot make use of material caching (no materials or using face textures) can still use up a large amount of RAM since a material is created per face. --- .../gameengine/Converter/BL_BlenderDataConversion.cpp | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 9eba103e7c0..8779cdd3249 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -942,11 +942,12 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace // this way only one KX_BlenderMaterial object has to exist per bucket bool bucketCreated; RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated); - if (bucketCreated) { - // this is needed to free up memory afterwards - converter->RegisterPolyMaterial(polymat); - converter->RegisterBlenderMaterial(bl_mat); - } + + // this is needed to free up memory afterwards. + // the converter will also prevent duplicates from being registered, + // so just register everything. + converter->RegisterPolyMaterial(polymat); + converter->RegisterBlenderMaterial(bl_mat); return bucket; }