m_mesh_update_thread.setRun(false);
while(m_mesh_update_thread.IsRunning())
sleep_ms(100);
+ while(!m_mesh_update_thread.m_queue_out.empty()) {
+ MeshUpdateResult r = m_mesh_update_thread.m_queue_out.pop_front();
+ delete r.mesh;
+ }
+
delete m_inventory_from_server;
// Replace with the new mesh
block->mesh = r.mesh;
+ } else {
+ delete r.mesh;
}
if(r.ack_block_to_server)
{
event.spawn_particle.expirationtime = expirationtime;
event.spawn_particle.size = size;
- event.add_particlespawner.collisiondetection =
+ event.spawn_particle.collisiondetection =
collisiondetection;
event.spawn_particle.texture = new std::string(texture);