This fixes the example so it doesn't leak, because of recent changes

This commit is contained in:
Chris 2019-09-19 15:35:22 +01:00
parent 0b60b2ce9c
commit bb3abdbeaa

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@ -50,6 +50,7 @@ int main(void)
// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
MeshTangents(&model.meshes[0]);
UnloadMaterial(model.materials[0]); // get rid of default material
model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
// Create lights
@ -98,9 +99,22 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMaterial(model.materials[0]); // Unload material: shader and textures
// user must unload shaders and textures as they could be in use
// by other models....
UnloadShader(model.materials[0].shader);
UnloadTexture(model.materials[0].maps[MAP_ALBEDO].texture);
UnloadTexture(model.materials[0].maps[MAP_NORMAL].texture);
UnloadTexture(model.materials[0].maps[MAP_METALNESS].texture);
UnloadTexture(model.materials[0].maps[MAP_ROUGHNESS].texture);
UnloadTexture(model.materials[0].maps[MAP_OCCLUSION].texture);
UnloadTexture(model.materials[0].maps[MAP_IRRADIANCE].texture);
UnloadTexture(model.materials[0].maps[MAP_PREFILTER].texture);
UnloadTexture(model.materials[0].maps[MAP_BRDF].texture);
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------