0.9 memory leak bug?

rogermr

21-02-2009 01:10:56

Hi all!
I've been using the Visual Studio memory leak detector and I've seen that there are (at least) two memory leaks. Or maybe I'm doing something wrong..!
As the subject says, I'm using NxOgre 0.9

Here's the code; pretty simple


class CTriggerHideNode : public NxOgre::TriggerCallback::InheritedCallback
{
public:
CTriggerHideNode()
{
}
};

// CreateScene
mNxWorld = new World("log: html, framelistener: yes");
mNxScene = mNxWorld->createScene("myFirstScene", mSceneMgr, "gravity: yes, floor: yes");
TriggerBehaviour = new CTriggerHideNode();
trigger= mNxScene->createTrigger("test", new CubeShape(10.0f), Vector3(0, 0, 0));
trigger->setCallback(TriggerBehaviour);
mNxWorld->getPhysXDriver()->createDebuggerConnection(); // physx debugger

// In DestroyScene
delete TriggerBehaviour;
delete trigger; // afaik this shouldnt be necessary but....
delete mNxWorld;


And the two memory leaks detected:

One of 256 bytes at

#if (NX_USE_CHARACTER_API == 1)
mCharacterController = new CharacterController();
#endif


And one of 4 bytes at
void setCallback(TriggerCallback::InheritedCallback* cb) {
mCallback = new TriggerCallback(cb);
mCallbackOwned = true;
}


I dont know if its a NxOgre or Physx problem... but any advice will be appreciated :D

Thanks!