2013/8/1 Nozomi Kodama <
nozomi.kodama@yahoo.com>:
>
+ vertices = HeapAlloc(GetProcessHeap(), 0, 2 * (sides + 1) *
sizeof(D3DXVECTOR3));
+ if (!vertices)
+ {
+ TRACE("Not memory enough for vertex buffer\n");
+ polygon->lpVtbl->Release(polygon);
+ return E_OUTOFMEMORY;
+ }
+
+ hr = polygon->lpVtbl->LockVertexBuffer(polygon, D3DLOCK_DISCARD,
(VOID **)&vertices);
Why are you allocating memory and immediately dropping track of it?
Recheck how ID3DXMesh::LockVertexBuffer works.
It is a leftover of my tests about the requested size of the buffer :( ....
Also I'm having a deja-vu here, this patch looks suspiciously
similar
(up to having this same issue) to one I've already reviewed in the
past.
I don't understand what you mean here. Can you tell more?
I send a newer version. This one should be fine.
Nozomi.