Stopped freeing assembly file memory after load since its in the transient buffer anyways.

This commit is contained in:
Peter Slattery 2020-09-07 12:47:12 -07:00
parent c7522bfa4b
commit d08de9b99f
1 changed files with 0 additions and 7 deletions

View File

@ -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 internal void
LoadAssembly (assembly_array* Assemblies, led_system* LedSystem, gs_memory_arena* Scratch, context Context, gs_const_string Path, event_log* GlobalLog) 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)) if (ParseAssemblyFile(NewAssembly, FileName, AssemblyFileText, Scratch))
{ {
ConstructAssemblyFromDefinition(NewAssembly, LedSystem); ConstructAssemblyFromDefinition(NewAssembly, LedSystem);
AllocatorFree(Context.ThreadContext.Allocator, AssemblyFile.Memory, AssemblyFile.Size);
} }
else else
{ {