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xGauss05 avatar xGauss05 commented on May 31, 2024

Things like this happen.
image

from kingdom.

pepcots avatar pepcots commented on May 31, 2024

Ok! Will have a look and come to you asap. Do not desperate, breakdown the problems to isolate the problem.

from kingdom.

pepcots avatar pepcots commented on May 31, 2024

Hi @xGauss05 @Ethanm-0371 @PauFusco
Related to this issue, I've been having a look to the branch, here are some thoughts:

  • If you work with uniqueptrs, try to always work with uniqueptrs or, at least, raw pointers. Your method AddComponent accepts a reference...then you are calling the move (or copy) constructors to create a uniqueptr... too much transformations. I recommend you to accept a uniqueptr or a raw pointer:
    Component* cmpptr = new Mesh(...)
    void AddComponent(Component* cmpptr){
    Myuniqueptrs.emplace_back(cmpptr);
    }

Somethibg like this should work.
Of course, when working with smart pointers, a good practice is try to avoid "new" operator, but you can work on it later.

Btw, don't forget to implement the virtual destructor for Component!

Please, delete the copy constructors you have implemented for Texture and Mesh because they are acting as a move ctrs and it makes no sense at all. A copy ctr shoud always work with a const&:
Object(const Object& other)

from kingdom.

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