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Moved compiled splash screen to a valid location

BearishSun пре 10 година
родитељ
комит
6dc4e6d3c1
1 измењених фајлова са 2 додато и 2 уклоњено
  1. 2 2
      BansheeEngine/Source/BsBuiltinResources.cpp

+ 2 - 2
BansheeEngine/Source/BsBuiltinResources.cpp

@@ -293,7 +293,7 @@ namespace BansheeEngine
 		// Import splash screen
 		// Import splash screen
 		{
 		{
 			Path inputPath = BuiltinRawDataFolder + WString(SplashScreenName);
 			Path inputPath = BuiltinRawDataFolder + WString(SplashScreenName);
-			Path outputPath = BuiltinRawDataFolder + (WString(SplashScreenName) + L".asset");
+			Path outputPath = BuiltinDataFolder + (WString(SplashScreenName) + L".asset");
 
 
 			auto textureIO = gImporter().createImportOptions<TextureImportOptions>(inputPath);
 			auto textureIO = gImporter().createImportOptions<TextureImportOptions>(inputPath);
 			textureIO->setCPUReadable(true);
 			textureIO->setCPUReadable(true);
@@ -895,7 +895,7 @@ namespace BansheeEngine
 
 
 	PixelDataPtr BuiltinResources::getSplashScreen()
 	PixelDataPtr BuiltinResources::getSplashScreen()
 	{
 	{
-		Path splashScreenPath = BuiltinRawDataFolder + (WString(SplashScreenName) + L".asset");
+		Path splashScreenPath = BuiltinDataFolder + (WString(SplashScreenName) + L".asset");
 		FileDecoder fd(splashScreenPath);
 		FileDecoder fd(splashScreenPath);
 
 
 		return std::static_pointer_cast<PixelData>(fd.decode());
 		return std::static_pointer_cast<PixelData>(fd.decode());