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[godot] Fix refactoring compilation errors.

Mario Zechner 2 vuotta sitten
vanhempi
commit
983220d3bc

+ 2 - 2
spine-godot/spine_godot/SpineAtlasResource.cpp

@@ -75,7 +75,7 @@ public:
 			auto renderer_object = memnew(SpineRendererObject);
 			renderer_object->texture = Ref<Texture>(nullptr);
 			renderer_object->normal_map = Ref<Texture>(nullptr);
-			page.setRendererObject((void *) renderer_object);
+			page.texture = (void *) renderer_object;
 			return;
 		}
 
@@ -97,7 +97,7 @@ public:
 		renderer_object->canvas_texture->set_normal_texture(renderer_object->normal_map);
 #endif
 
-		page.setRendererObject((void *) renderer_object);
+		page.texture = (void *) renderer_object;
 		page.width = texture->get_width();
 		page.height = texture->get_height();
 	}

+ 2 - 2
spine-godot/spine_godot/SpineSprite.cpp

@@ -711,7 +711,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
 
 			vertices->setSize(8, 0);
 			region->computeWorldVertices(*slot, *vertices, 0);
-			renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) region->getRendererObject())->page->getRendererObject();
+			renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) region->getRegion())->page->texture;
 			uvs = &region->getUVs();
 			indices = &quad_indices;
 
@@ -725,7 +725,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
 
 			vertices->setSize(mesh->getWorldVerticesLength(), 0);
 			mesh->computeWorldVertices(*slot, *vertices);
-			renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) mesh->getRendererObject())->page->getRendererObject();
+			renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) mesh->getRegion())->page->texture;
 			uvs = &mesh->getUVs();
 			indices = &mesh->getTriangles();