replace malloc/free with new/delete
parent
a39fbaff47
commit
bd013c5e43
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@ -63,11 +63,11 @@ void Engine::create(int screenWidth, int screenHeight, const std::string &name,
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GLfloat *model = it.second->glModel();
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GLfloat *model = it.second->glModel();
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GLfloat *geometry = Screen::glMeshToGLfloatArray(it.second, camera->position());
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GLfloat *geometry = Screen::glMeshToGLfloatArray(it.second, camera->position());
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screen->glDrawMesh(geometry, view, model, 3 * it.second->triangles().size());
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screen->glDrawMesh(geometry, view, model, 3 * it.second->triangles().size());
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free(geometry);
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delete[] geometry;
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free(model);
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delete[] model;
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}
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}
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}
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}
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free(view);
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delete[] view;
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} else {
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} else {
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// clear triangles from previous frame
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// clear triangles from previous frame
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camera->clear();
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camera->clear();
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@ -140,7 +140,7 @@ void Object::unattach(const ObjectNameTag &tag) {
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// OpenGL function
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// OpenGL function
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GLfloat *Object::glView() const {
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GLfloat *Object::glView() const {
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auto *v = (GLfloat *) malloc(4 * 4 * sizeof(GLfloat));
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auto *v = new GLfloat[4 * 4];
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v[0] = -static_cast<GLfloat>(left().x());
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v[0] = -static_cast<GLfloat>(left().x());
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v[4] = -static_cast<GLfloat>(left().y());
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v[4] = -static_cast<GLfloat>(left().y());
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@ -166,7 +166,7 @@ GLfloat *Object::glView() const {
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}
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}
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GLfloat *Object::glModel() const {
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GLfloat *Object::glModel() const {
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auto *m = (GLfloat *) malloc(4 * 4 * sizeof(GLfloat));
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auto *m = new GLfloat[4 * 4];
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m[0] = static_cast<GLfloat>(left().x());
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m[0] = static_cast<GLfloat>(left().x());
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m[4] = static_cast<GLfloat>(up().x());
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m[4] = static_cast<GLfloat>(up().x());
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@ -173,7 +173,7 @@ void Screen::glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t
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GLfloat *Screen::glMeshToGLfloatArray(std::shared_ptr<Mesh> mesh, const Vec3D &cameraPosition) {
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GLfloat *Screen::glMeshToGLfloatArray(std::shared_ptr<Mesh> mesh, const Vec3D &cameraPosition) {
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std::vector<Triangle> const &triangles = mesh->triangles();
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std::vector<Triangle> const &triangles = mesh->triangles();
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auto *geometry = (GLfloat *) malloc(7 * 3 * triangles.size() * sizeof(GLfloat));
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auto *geometry = new GLfloat[7 * 3 * triangles.size()];
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auto model = mesh->model();
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auto model = mesh->model();
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