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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-23 05:12:05 +00:00

fix: compilation on linux

This commit is contained in:
Jan Laupetin
2025-11-06 23:23:27 +01:00
parent 3d1fa7c6d9
commit de6525f500

View File

@@ -33,7 +33,7 @@ namespace
const auto js = nlohmann::json::parse(*file.m_stream.get()); const auto js = nlohmann::json::parse(*file.m_stream.get());
std::string techSetName = js["name"]; std::string techSetName = js["name"];
techniqueSet->name = _strdup(techSetName.c_str()); techniqueSet->name = m_memory.Dup(techSetName.c_str());
techniqueSet->worldVertFormat = (unsigned char)js["worldVertFormat"]; techniqueSet->worldVertFormat = (unsigned char)js["worldVertFormat"];
for (int i = 0; i < 36; i++) for (int i = 0; i < 36; i++)
@@ -50,7 +50,7 @@ namespace
techniqueSet->techniques[i] = technique; techniqueSet->techniques[i] = technique;
std::string techName = techniqueJs["name"]; std::string techName = techniqueJs["name"];
technique->name = _strdup(techName.c_str()); technique->name = m_memory.Dup(techName.c_str());
technique->flags = techniqueJs["flags"]; technique->flags = techniqueJs["flags"];
technique->passCount = techniqueJs["passCount"]; technique->passCount = techniqueJs["passCount"];
assert(technique->passCount == 1); assert(technique->passCount == 1);
@@ -127,7 +127,7 @@ namespace
currPass->pixelShader = new MaterialPixelShader; currPass->pixelShader = new MaterialPixelShader;
std::string pixelName = passJs["pixelShader"]["name"]; std::string pixelName = passJs["pixelShader"]["name"];
currPass->pixelShader->name = _strdup(pixelName.c_str()); currPass->pixelShader->name = m_memory.Dup(pixelName.c_str());
currPass->pixelShader->prog.ps = nullptr; currPass->pixelShader->prog.ps = nullptr;
const auto psFileName = shader::GetFileNameForPixelShaderAssetName(pixelName); const auto psFileName = shader::GetFileNameForPixelShaderAssetName(pixelName);
@@ -151,7 +151,7 @@ namespace
currPass->vertexShader = new MaterialVertexShader; currPass->vertexShader = new MaterialVertexShader;
std::string vertexName = passJs["vertexShader"]["name"]; std::string vertexName = passJs["vertexShader"]["name"];
currPass->vertexShader->name = _strdup(vertexName.c_str()); currPass->vertexShader->name = m_memory.Dup(vertexName.c_str());
currPass->vertexShader->prog.vs = nullptr; currPass->vertexShader->prog.vs = nullptr;
const auto vsFileName = shader::GetFileNameForVertexShaderAssetName(vertexName); const auto vsFileName = shader::GetFileNameForVertexShaderAssetName(vertexName);