Getting there, it's compiling and functionally working.
Unfortunately a ***load of unfreed memory, not sure if 'destructing' is working fine when I 'reinitalize' the object with 'CScene = engine_IO::CScene();
When I call the destructor manually, right before 're-initializing' the object, there are no memory leaks at all...
When I debug the following happens after the line 'CScene = engine_IO:CScene();
- first the constructor is called
- then the destructor is called
I would expect (and need ) it the other way around..
My suspicion is that the default assignment operator is not working out well, because my CScene class has members that need 'deep copy', pointers/ array of other classes etc. So 2 options (?)
- write a big and clean assignment operator
- go for new/ delete and continue doing fun stuff