diff --git a/neo/renderer/NVRHI/Framebuffer_NVRHI.cpp b/neo/renderer/NVRHI/Framebuffer_NVRHI.cpp index 4c0b2316..9f55e066 100644 --- a/neo/renderer/NVRHI/Framebuffer_NVRHI.cpp +++ b/neo/renderer/NVRHI/Framebuffer_NVRHI.cpp @@ -75,6 +75,7 @@ Framebuffer::Framebuffer( const char* name, const nvrhi::FramebufferDesc& desc ) Framebuffer::~Framebuffer() { + apiObject.Reset(); } void Framebuffer::Init() @@ -101,7 +102,7 @@ void Framebuffer::ResizeFramebuffers() tr.backend.ClearCaches(); // RB: FIXME I think allocating new Framebuffers lead to a memory leak - //framebuffers.DeleteContents( true ); + framebuffers.DeleteContents( true ); uint32_t backBufferCount = deviceManager->GetBackBufferCount(); globalFramebuffers.swapFramebuffers.Resize( backBufferCount );