Hello, I am afraid to say I don't have much experience with allocating specific amounts of memory and therefore don't know much about fixing problems with such code. I ran Valgrind on this old project and it found some problems with some very old code:
specifically; line 6:
here is the function in question:
Can someone give me an idea based on what's provided of where/what I should be looking at to fix this issue?
Could this be the issue:
#define GL_LINES 0x0001
I am not sure what's happening here exactly...
C++:
void CMVRendererGL_QSG::DrawLines(int start, int count)
{
glDisable(GL_CULL_FACE); GLCHK;
glDisable(GL_DEPTH_TEST); GLCHK;
glDrawArrays(GL_LINES, start, count); GLCHK;
//glUniform4f(Shader::colorHandle, 1.0, 0.0, 1.0, 1.0); GLCHK;
//glDrawArrays(GL_POINTS, start, count); GLCHK;
}
specifically; line 6:
C++:
glDrawArrays(GL_LINES, start, count); GLCHK;
here is the function in question:
C++:
inline void QOpenGLFunctions::glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
#if defined(QT_OPENGL_ES_2) && defined(Q_OS_ANDROID)
::glDrawArrays(mode, first, count);
#else
Q_ASSERT(QOpenGLFunctions::isInitialized(d_ptr));
d_ptr->f.DrawArrays(mode, first, count);
#endif
Q_OPENGL_FUNCTIONS_DEBUG
}
Can someone give me an idea based on what's provided of where/what I should be looking at to fix this issue?
Could this be the issue:
#define GL_LINES 0x0001
I am not sure what's happening here exactly...
Last edited: