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Fixes some minor errors on MacOS regarding compiling in clang

Areloch 4 år sedan
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c5cdba750e

+ 1 - 1
Engine/source/T3D/assets/MaterialAsset.cpp

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

+ 2 - 2
Engine/source/gfx/gfxTextureManager.cpp

@@ -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;
    }
 

+ 1 - 1
Engine/source/gui/controls/guiTextEditCtrl.cpp

@@ -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