From ccf086c39f734a000aa3a2fac034f0620021fbdf Mon Sep 17 00:00:00 2001 From: vimene Date: Thu, 5 Feb 2026 10:31:47 +0100 Subject: 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 --- src/obj_parser.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/obj_parser.cpp') diff --git a/src/obj_parser.cpp b/src/obj_parser.cpp index 68abbff..7e79d56 100644 --- a/src/obj_parser.cpp +++ b/src/obj_parser.cpp @@ -8,6 +8,7 @@ #include #include #include +#include #include "math/vector.hpp" #include "math/utils.hpp" #include "o3d/mesh.hpp" @@ -116,7 +117,7 @@ static std::optional err_exit() { exit(EXIT_FAILURE); } -o3d::Mesh parse_object(const std::string& obj_path) { +o3d::Mesh parse_object(const std::filesystem::path& obj_path) { o3d::Mesh mesh; std::ifstream obj_file(obj_path); if (!obj_file.is_open()) { -- cgit v1.2.3