fix memory leak in case a Wavefront .obj file had multiple shapes (texture was loaded multiple times, while only releasing one)
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@@ -36,7 +36,7 @@ bool b3ImportMeshUtility::loadAndRegisterMeshFromFileInternal(const std::string&
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//int textureIndex = -1;
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//int textureIndex = -1;
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//try to load some texture
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//try to load some texture
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for (int i=0;i<shapes.size();i++)
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for (int i=0; meshData.m_textureImage==0 && i<shapes.size();i++)
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{
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{
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const tinyobj::shape_t& shape = shapes[i];
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const tinyobj::shape_t& shape = shapes[i];
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if (shape.material.diffuse_texname.length()>0)
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if (shape.material.diffuse_texname.length()>0)
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