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Issue #225: Fix for memleak when loading terrain.
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@ -98,7 +98,10 @@ namespace MWRender
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ESM::Land* land = mEnvironment.mWorld->getStore().lands.search(cellX, cellY);
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if ( land != NULL )
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{
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land->loadData();
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if (!land->dataLoaded)
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{
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land->loadData();
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}
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}
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//split the cell terrain into four segments
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@ -420,7 +423,11 @@ namespace MWRender
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ESM::Land* land = mEnvironment.mWorld->getStore().lands.search(cellX, cellY);
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if ( land != NULL )
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{
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land->loadData();
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if (!land->dataLoaded)
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{
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land->loadData();
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}
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return land->landData
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->textures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
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}
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@ -2,6 +2,24 @@
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namespace ESM
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{
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Land::Land()
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: flags(0)
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, X(0)
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, Y(0)
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, mEsm(NULL)
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, hasData(false)
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, dataLoaded(false)
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, landData(NULL)
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{
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}
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Land::~Land()
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{
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delete landData;
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}
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void Land::load(ESMReader &esm)
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{
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mEsm = &esm;
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@ -11,6 +11,9 @@ namespace ESM
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struct Land
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{
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Land();
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~Land();
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int flags; // Only first four bits seem to be used, don't know what
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// they mean.
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int X, Y; // Map coordinates.
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