This fixes the example so it doesn't leak, because of recent changes
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@ -50,6 +50,7 @@ int main(void)
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// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
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// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
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MeshTangents(&model.meshes[0]);
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MeshTangents(&model.meshes[0]);
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UnloadMaterial(model.materials[0]); // get rid of default material
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model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
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// Create lights
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// Create lights
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@ -98,9 +99,22 @@ int main(void)
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadMaterial(model.materials[0]); // Unload material: shader and textures
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// user must unload shaders and textures as they could be in use
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// by other models....
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UnloadShader(model.materials[0].shader);
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UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture);
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UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture);
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UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture);
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UnloadTexture(model.materials[0].maps[MAP_ROUGHNESS].texture);
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UnloadTexture(model.materials[0].maps[MAP_OCCLUSION].texture);
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UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture);
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UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture);
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UnloadTexture(model.materials[0].maps[MAP_BRDF].texture);
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UnloadModel(model); // Unload model
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -143,7 +157,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
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mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
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mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
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mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
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mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
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// Load equirectangular to cubemap shader
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// Load equirectangular to cubemap shader
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
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Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
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@ -171,7 +185,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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#else
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#else
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Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
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Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
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#endif
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#endif
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// Setup required shader locations
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// Setup required shader locations
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
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SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
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SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
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