mac compile fixes

1) `/` not `\` for includes
2) had to clean up a few extra ## bits that work fine winside, but trip up macs (only needed when stitching, had 5 spots where that was pointless)
This commit is contained in:
AzaezelX 2020-11-06 02:11:13 -06:00
parent e3b8c7b001
commit 5de19404d9
2 changed files with 4 additions and 4 deletions

View file

@ -178,7 +178,7 @@ public:
void set##name##Asset(AssetPtr<ImageAsset>_in) { m##name##Asset = _in; }\
static bool _set##name##Asset(void* obj, const char* index, const char* data)\
{\
##className* mat = static_cast<##className*>(obj);\
className* mat = static_cast<className*>(obj);\
mat->m##name##AssetId = StringTable->insert(data);\
if (ImageAsset::getAssetById(mat->m##name##AssetId, &mat->m##name##Asset))\
{\
@ -199,10 +199,10 @@ static bool _set##name##Asset(void* obj, const char* index, const char* data)\
AssetPtr<ImageAsset> m##name##Asset[max];\
static bool _set##name##AssetSlot(void* obj, const char* index, const char* data)\
{\
##className* mat = static_cast<##className*>(obj);\
className* mat = static_cast<className*>(obj);\
if (!index) return false;\
U32 idx = dAtoi(index);\
if (idx >= ##max)\
if (idx >= max)\
return false;\
mat->m##name##AssetId[idx] = StringTable->insert(data);\
if (ImageAsset::getAssetById(mat->m##name##AssetId[idx], &mat->m##name##Asset[idx]))\

View file

@ -7,7 +7,7 @@
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxTransformSaver.h"
#include "renderInstance/renderPassManager.h"
#include "math\mathUtils.h"
#include "math/mathUtils.h"
#include "gfx/gfxDrawUtil.h"
IMPLEMENT_CO_NETOBJECT_V1(NotesObject);