I'm getting this too with 2.79. If I do:
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mGliderGame->mCollisionConfiguration = new btDefaultCollisionConfiguration();
mGliderGame->mDispatcher = new btCollisionDispatcher(mGliderGame->mCollisionConfiguration);
mGliderGame->mOverlappingPairCache = new btDbvtBroadphase();
mGliderGame->mSolver = new btSequentialImpulseConstraintSolver;
mGliderGame->mDynamicsWorld = new btDiscreteDynamicsWorld(
mGliderGame->mDispatcher,
mGliderGame->mOverlappingPairCache,
mGliderGame->mSolver,
mGliderGame->mCollisionConfiguration);
then
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mDynamicsWorld->stepSimulation(1.f/60.f,10);
then clear up
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// terminate physics
delete mGliderGame->mDynamicsWorld;
delete mGliderGame->mSolver;
delete mGliderGame->mOverlappingPairCache;
delete mGliderGame->mDispatcher;
delete mGliderGame->mCollisionConfiguration;
the memory leak checker (I'm using Marmalade) reports a leak. If I miss out the call to stepSimulation then there's no leak reported.
This is without any other Bullet code at all (i.e. no objects yet - though it happens if I create them too).
Digging into it now, but any pointers would be appreciated.