Fixes some minor errors on MacOS regarding compiling in clang

This commit is contained in:
Areloch 2021-01-14 18:00:56 -06:00
parent 64c9667bad
commit c5cdba750e
3 changed files with 4 additions and 4 deletions

View file

@ -41,7 +41,7 @@
#include "assets/assetPtr.h"
#endif
#include "T3D\assets\assetImporter.h"
#include "T3D/assets/assetImporter.h"
//-----------------------------------------------------------------------------

View file

@ -900,14 +900,14 @@ GBitmap *GFXTextureManager::loadUncompressedTexture(const Torque::Path &path, GF
if (inBitmap == NULL)
{
Con::warnf("GFXTextureManager::loadUncompressedTexture unable to load texture: %s", path.getFullPath());
Con::warnf("GFXTextureManager::loadUncompressedTexture unable to load texture: %s", path.getFullPath().c_str());
return NULL;
}
// Set the format so we don't have to handle which channels are where.
if (!inBitmap->setFormat(GFXFormatR8G8B8A8))
{
Con::warnf("GFXTextureManager::loadUncompressedTexture unable to handle texture format: %s", path.getFullPath());
Con::warnf("GFXTextureManager::loadUncompressedTexture unable to handle texture format: %s", path.getFullPath().c_str());
return NULL;
}

View file

@ -144,7 +144,7 @@ GuiTextEditCtrl::GuiTextEditCtrl()
mPlaceholderText = StringTable->EmptyString();
#if defined(__MACOSX__)
UTF8 bullet[4] = { 0xE2, 0x80, 0xA2, 0 };
UTF8 bullet[4] = { UTF8(0xE2), UTF8(0x80), UTF8(0xA2), 0 };
mPasswordMask = StringTable->insert( bullet );
#else