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authorvimene <vincent.menegaux@gmail.com>2026-02-05 10:31:47 +0100
committervimene <vincent.menegaux@gmail.com>2026-02-05 10:31:47 +0100
commitccf086c39f734a000aa3a2fac034f0620021fbdf (patch)
treec49547742909adb671b1e5a43cd042c02509b4b6 /src/obj_parser.hpp
parentcbf7d23623b5bb2d2092cb6c86bc965138b4ea75 (diff)
downloadengine-ccf086c39f734a000aa3a2fac034f0620021fbdf.tar.gz
added back windows cross-compilation
Makefile.am is too ugly, but I don't have a better solution right now. - fused Makefile.am and src/Makefile.am - adding back windows cross-compilation - improved README.md a lot - added configure option to enable debug, which greatly simplifies development when writing shaders - removed dependency on LunarG's Vulkan SDK by having dependency only on Vulkan headers, library and slangc - removed print C++ header because I have an old MinGW which doesn't support it. It will be restored in the future - make every assets path relative to be able to build anywhere and run elsewhere - moved stb_image.h inside source directory instead of making it a dependency, which is more aligned with stb philosophy - moved assets inside source code to make it easy to compile and run the engine - improved configure.ac by checking Vulkan headers version directly in the configure script instead of within C code, which allows us to also do theses checks when cross-compiling
Diffstat (limited to 'src/obj_parser.hpp')
-rw-r--r--src/obj_parser.hpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/obj_parser.hpp b/src/obj_parser.hpp
index df3f9fe..d5ba6bb 100644
--- a/src/obj_parser.hpp
+++ b/src/obj_parser.hpp
@@ -2,10 +2,11 @@
#define OBJ_PARSER_HPP
#include "o3d/mesh.hpp"
+#include <filesystem>
namespace engine {
-o3d::Mesh parse_object(const std::string& obj_path);
+o3d::Mesh parse_object(const std::filesystem::path& obj_path);
}