From d08de9b99fe783ab54816779a38fa4969964337c Mon Sep 17 00:00:00 2001 From: Peter Slattery Date: Mon, 7 Sep 2020 12:47:12 -0700 Subject: [PATCH] Stopped freeing assembly file memory after load since its in the transient buffer anyways. --- src/app/engine/foldhaus_assembly.cpp | 7 ------- 1 file changed, 7 deletions(-) diff --git a/src/app/engine/foldhaus_assembly.cpp b/src/app/engine/foldhaus_assembly.cpp index 48ef8f6..afb3919 100644 --- a/src/app/engine/foldhaus_assembly.cpp +++ b/src/app/engine/foldhaus_assembly.cpp @@ -105,12 +105,6 @@ ConstructAssemblyFromDefinition (assembly* Assembly, led_system* LedSystem) } } -// NOTE(Peter): These are here so that if we load 2+ sculptures, they don't all -// end up on top of one another. Purely aesthetic. Can remove once we implement -// scene editing tools -static v4 TempAssemblyOffsets[] = { v4{0, 0, 0, 0}, v4{250, 0, 75, 0}, v4{-250, 0, 75, 0} }; -s32 TempAssemblyOffsetsCount = 3; - internal void LoadAssembly (assembly_array* Assemblies, led_system* LedSystem, gs_memory_arena* Scratch, context Context, gs_const_string Path, event_log* GlobalLog) { @@ -129,7 +123,6 @@ LoadAssembly (assembly_array* Assemblies, led_system* LedSystem, gs_memory_arena if (ParseAssemblyFile(NewAssembly, FileName, AssemblyFileText, Scratch)) { ConstructAssemblyFromDefinition(NewAssembly, LedSystem); - AllocatorFree(Context.ThreadContext.Allocator, AssemblyFile.Memory, AssemblyFile.Size); } else {