该问题的根本原因是由于assimp库中的代码在处理顶点数据时可能会造成内存泄漏。为了避免这个问题,我们可以通过自己管理内存来解决这个问题。
以下是解决方法的示例代码:
#include
#include
#include
#include
struct MeshData
{
unsigned int VAO;
unsigned int VBO;
unsigned int EBO;
unsigned int numIndices;
MeshData() : VAO(0), VBO(0), EBO(0), numIndices(0) { }
~MeshData()
{
if (VAO) glDeleteVertexArrays(1, &VAO);
if (VBO) glDeleteBuffers(1, &VBO);
if (EBO) glDeleteBuffers(1, &EBO);
}
};
void LoadMesh(const char *filename)
{
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(filename, aiProcess_Triangulate | aiProcess_FlipUVs);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
throw std::runtime_error("Failed to load mesh");
aiMesh *mesh = scene->mMeshes[0];
MeshData data;
glGenVertexArrays(1, &data.VAO);
glGenBuffers(1, &data.VBO);
glGenBuffers(1, &data.EBO);
glBindVertexArray(data.VAO);
glBindBuffer(GL_ARRAY_BUFFER, data.VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.EBO);
glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(aiVector3D), &mesh->mVertices[0][0], GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh->mNumFaces * 3 * sizeof(unsigned int), &mesh->mFaces[0].mIndices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(aiVector3D), 0