RenderPassManager::~RenderPassManager() { dFree_aligned(mMatrixSet); // Any bins left need to be deleted. for ( U32 i=0; i<mRenderBins.size(); i++ ) { RenderBinManager *bin = mRenderBins[i]; // Clear the parent first, so that RenderBinManager::onRemove() // won't call removeManager() and break this loop. bin->setRenderPass( NULL ); bin->deleteObject(); } }