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-fixed relative path saving to file, fixes #1694

Juan Linietsky 10 years ago
parent
commit
a5cbfbbcbb

+ 1 - 1
core/io/resource_format_binary.cpp

@@ -390,7 +390,7 @@ Error ResourceInteractiveLoaderBinary::parse_variant(Variant& r_v)  {
 
 					if (path.find("://")==-1 && path.is_rel_path()) {
 						// path is relative to file being loaded, so convert to a resource path
-						path=Globals::get_singleton()->localize_path(res_path.get_base_dir()+"/"+path);
+						path=Globals::get_singleton()->localize_path(res_path.get_base_dir().plus_file(path));
 
 					}
 

+ 3 - 3
core/io/resource_format_xml.cpp

@@ -458,7 +458,7 @@ Error ResourceInteractiveLoaderXML::parse_property(Variant& r_v, String &r_name)
 				path=path.replace("local://",local_path+"::");
 			else if (path.find("://")==-1 && path.is_rel_path()) {
 				// path is relative to file being loaded, so convert to a resource path
-				path=Globals::get_singleton()->localize_path(local_path.get_base_dir()+"/"+path);
+				path=Globals::get_singleton()->localize_path(local_path.get_base_dir().plus_file(path));
 
 			}
 
@@ -1423,7 +1423,7 @@ Error ResourceInteractiveLoaderXML::poll() {
 
 		if (path.find("://")==-1 && path.is_rel_path()) {
 			// path is relative to file being loaded, so convert to a resource path
-			path=Globals::get_singleton()->localize_path(local_path.get_base_dir()+"/"+path);
+			path=Globals::get_singleton()->localize_path(local_path.get_base_dir().plus_file(path));
 		}
 
 
@@ -1601,7 +1601,7 @@ void ResourceInteractiveLoaderXML::get_dependencies(FileAccess *f,List<String> *
 
 		if (path.find("://")==-1 && path.is_rel_path()) {
 			// path is relative to file being loaded, so convert to a resource path
-			path=Globals::get_singleton()->localize_path(local_path.get_base_dir()+"/"+path);
+			path=Globals::get_singleton()->localize_path(local_path.get_base_dir().plus_file(path));
 		}
 
 		if (path.ends_with("*")) {

+ 1 - 1
drivers/gles2/shaders/canvas.glsl

@@ -296,7 +296,7 @@ LIGHT_SHADER_CODE
 		}
 
 
-		highp vec4 s = shadow_matrix * highp vec4(point,0.0,1.0);
+		highp vec4 s = shadow_matrix * vec4(point,0.0,1.0);
 		s.xyz/=s.w;
 		su=s.x*0.5+0.5;
 		sz=s.z*0.5+0.5;