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fbx: Fix include for zlib that broke unbundling

It's possible to link against system zlib on Linux, so we should use system paths.

(cherry picked from commit 93b74061387075909d1b4d29b0e5b2924e06f7d7)
This commit is contained in:
Rémi Verschelde 2021-04-22 02:18:44 +02:00
parent 575433b997
commit 2a00a6bfca
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GPG Key ID: C3336907360768E1
2 changed files with 4 additions and 1 deletions
modules/fbx

@ -8,6 +8,9 @@ env_fbx = env_modules.Clone()
# Make includes relative to the folder path specified here so our includes are clean
env_fbx.Prepend(CPPPATH=["#modules/fbx/"])
if env["builtin_zlib"]:
env_fbx.Prepend(CPPPATH=["#thirdparty/zlib/"])
# Godot's own source files
env_fbx.add_source_files(env.modules_sources, "tools/*.cpp")
env_fbx.add_source_files(env.modules_sources, "data/*.cpp")

@ -74,8 +74,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the FBX parser and the rudimentary DOM that we use
*/
#include "thirdparty/zlib/zlib.h"
#include <stdlib.h> /* strtol */
#include <zlib.h>
#include "ByteSwapper.h"
#include "FBXParseTools.h"