fix terrain compilation

This commit is contained in:
AzaezelX 2020-10-03 13:32:16 -05:00
parent 39083577c1
commit 411cd009f4
2 changed files with 2 additions and 1 deletions

View file

@ -305,7 +305,7 @@ bool TerrainBlock::_setBaseTexFormat(void *obj, const char *index, const char *d
// If the cached base texture is older that the terrain file or // If the cached base texture is older that the terrain file or
// it doesn't exist then generate and cache it. // it doesn't exist then generate and cache it.
String baseCachePath = terrain->_getBaseTexCacheFileName(); String baseCachePath = terrain->_getBaseTexCacheFileName();
if (Platform::compareModifiedTimes(baseCachePath, terrain->mTerrainAsset->getTerrainFilePath()) < 0 && mUpdateBasetex) if (Platform::compareModifiedTimes(baseCachePath, terrain->mTerrainAsset->getTerrainFilePath()) < 0 && terrain->mUpdateBasetex)
terrain->_updateBaseTexture(true); terrain->_updateBaseTexture(true);
break; break;
} }

View file

@ -478,6 +478,7 @@ public:
virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList); virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList);
protected: protected:
bool mUpdateBasetex;
bool mIgnoreZodiacs; bool mIgnoreZodiacs;
U16* zode_primBuffer; U16* zode_primBuffer;
void deleteZodiacPrimitiveBuffer(); void deleteZodiacPrimitiveBuffer();