Hey guys,
It's been a long while since I've been on these forums now. I just integrated spine into my sfml project and I noticed a chunk of memory that wasn't cleaning up.
Detected memory leaks!
Dumping objects ->
{15154} normal block at 0x050FB7A8, 0 bytes long.
Data: <> ¾V}¾þÿÿÿHû@
{15153} normal block at 0x05116D98, 8 bytes long.
Data: <<empty> > 3C 65 6D 70 74 79 3E 00
{15152} normal block at 0x005A5B18, 16 bytes long.
Data: < m > 98 6D 11 05 00 00 00 00 00 00 00 00 A8 B7 0F 05
Object dump complete.
I was pretty sure it was nothing on my end, so i booted up the sfml example solution. After setup I ran into some pretty heavy memory leaks, so I turned off all test cases except owl and cleaned up the drawable. When I did I noticed the almost identical block of code was still being leaked.
Dumping objects ->
{8231} normal block at 0x04D8F628, 0 bytes long.
Data: <> ™ÐFXtþÿÿÿà÷9
{8230} normal block at 0x04D93788, 8 bytes long.
Data: <<empty> > 3C 65 6D 70 74 79 3E 00
{8229} normal block at 0x007D6BB8, 16 bytes long.
Data: < 7 ( > 88 37 D9 04 00 00 00 00 00 00 00 00 28 F6 D8 04
Object dump complete.
The same 36 bytes it looks like. I am using SFML with Spine-c (cpp version wasn't compiling correctly for me for some odd reason). On visual studio 2015.
36 bytes for a single model isn't the end of the world, but I'd still rather not leak any memory.
Thanks!