mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-12-22 20:08:20 -06:00
fix a memory leak and most warnings
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parent
04e4b246fe
commit
e11302c4c0
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@ -1,4 +1,3 @@
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use glam::Vec3;
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use shipyard::{UniqueViewMut, UniqueView, View, IntoIter};
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use shipyard::{UniqueViewMut, UniqueView, View, IntoIter};
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use crate::{
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use crate::{
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player::MainPlayer,
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player::MainPlayer,
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@ -51,7 +51,6 @@ pub fn render_selection_box(
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lookat: View<LookingAtBlock>,
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lookat: View<LookingAtBlock>,
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camera: View<Camera>,
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camera: View<Camera>,
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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display: NonSendSync<UniqueView<Renderer>>,
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program: NonSendSync<UniqueView<SelBoxShaderPrefab>>,
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program: NonSendSync<UniqueView<SelBoxShaderPrefab>>,
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buffers: NonSendSync<UniqueView<SelectionBoxBuffers>>,
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buffers: NonSendSync<UniqueView<SelectionBoxBuffers>>,
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) {
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) {
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@ -85,6 +85,7 @@ impl ChunkMeshStorage {
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}
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}
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pub fn insert(&mut self, mesh: ChunkMesh) -> usize {
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pub fn insert(&mut self, mesh: ChunkMesh) -> usize {
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let index = self.index;
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let index = self.index;
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debug_assert!(self.meshes.get(&index).is_none());
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self.meshes.insert_unique_unchecked(index, mesh);
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self.meshes.insert_unique_unchecked(index, mesh);
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self.index += 1;
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self.index += 1;
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index
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index
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@ -210,11 +210,16 @@ fn process_completed_tasks(
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//apply the mesh
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//apply the mesh
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let vertex_buffer = VertexBuffer::new(&renderer.display, &vertices).unwrap();
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let vertex_buffer = VertexBuffer::new(&renderer.display, &vertices).unwrap();
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let index_buffer = IndexBuffer::new(&renderer.display, PrimitiveType::TrianglesList, &indexes).unwrap();
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let index_buffer = IndexBuffer::new(&renderer.display, PrimitiveType::TrianglesList, &indexes).unwrap();
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let mesh_index = meshes.insert(ChunkMesh {
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let mesh = ChunkMesh {
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vertex_buffer,
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vertex_buffer,
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index_buffer,
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index_buffer,
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});
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};
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if let Some(index) = chunk.mesh_index {
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meshes.update(index, mesh).expect("Mesh update failed");
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} else {
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let mesh_index = meshes.insert(mesh);
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chunk.mesh_index = Some(mesh_index);
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chunk.mesh_index = Some(mesh_index);
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}
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//update chunk state
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//update chunk state
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chunk.current_state = CurrentChunkState::Rendered;
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chunk.current_state = CurrentChunkState::Rendered;
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