From Johannes Baeuerle, fix for memory leak
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@@ -517,8 +517,8 @@ void Shader::PerContextShader::compileShader(osg::State& state)
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if (numFormats>0)
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{
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GLint* formats = new GLint[numFormats];
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glGetIntegerv(GL_SHADER_BINARY_FORMATS, formats);
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std::vector<GLint> formats(numFormats);
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glGetIntegerv(GL_SHADER_BINARY_FORMATS, &formats[0]);
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for(GLint i=0; i<numFormats; ++i)
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{
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@@ -531,7 +531,6 @@ void Shader::PerContextShader::compileShader(osg::State& state)
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return;
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}
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}
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delete [] formats;
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if (_shader->getShaderSource().empty())
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{
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