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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-12 01:58:45 +08:00
Fixed up build for UE 4.20 preview 5. Packaging compiler flags are more strict than editor compiler flags...
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@ -206,7 +206,7 @@ void SSpineWidget::Flush(int32 LayerId, FSlateWindowElementList& OutDrawElements
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float width = AllottedGeometry.GetAbsoluteSize().X;
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float height = AllottedGeometry.GetAbsoluteSize().Y;
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for (size_t i = 0; i < Vertices.Num(); i++) {
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for (size_t i = 0; i < (size_t)Vertices.Num(); i++) {
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setVertex(&vertexData[i], Vertices[i].X, Vertices[i].Y, Uvs[i].X, Uvs[i].Y, Colors[i], offset);
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}
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@ -245,7 +245,7 @@ void SSpineWidget::UpdateMesh(int32 LayerId, FSlateWindowElementList& OutDrawEle
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float depthOffset = 0;
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unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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for (int i = 0; i < Skeleton->getSlots().size(); ++i) {
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for (int i = 0; i < (int)Skeleton->getSlots().size(); ++i) {
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Vector<float> &attachmentVertices = worldVertices;
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unsigned short* attachmentIndices = nullptr;
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int numVertices;
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@ -107,7 +107,7 @@ Atlas* USpineAtlasAsset::GetAtlas (bool ForceReload) {
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Vector<AtlasPage*> &pages = atlas->getPages();
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for (size_t i = 0, n = pages.size(), j = 0; i < n; i++) {
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AtlasPage* page = pages[i];
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if (atlasPages.Num() > 0 && atlasPages.Num() > i)
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if (atlasPages.Num() > 0 && atlasPages.Num() > (int32)i)
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page->setRendererObject(atlasPages[j++]);
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}
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}
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@ -195,7 +195,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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float depthOffset = 0;
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unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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for (int i = 0; i < Skeleton->getSlots().size(); ++i) {
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for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
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Vector<float> &attachmentVertices = worldVertices;
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unsigned short* attachmentIndices = nullptr;
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int numVertices;
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@ -9,9 +9,9 @@ namespace UnrealBuildTool.Rules
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PublicIncludePaths.AddRange(new string[] { "SpinePlugin/Public", "SpinePlugin/Public/spine-cpp/include" });
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PrivateIncludePaths.AddRange(new string[] { "SpinePlugin/Private", "SpinePlugin/Public/spine-cpp/include" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RHI", "RenderCore", "ShaderCore", "ProceduralMeshComponent", "UMG", "Slate", "SlateCore" });
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Definitions.Add("SPINE_UE4");
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// Definitions.Add("SPINE_UE4");
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// In Unreal 4.20+, comment the above line, uncomment the below line
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// PublicDefinitions.Add("SPINE_UE4");
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PublicDefinitions.Add("SPINE_UE4");
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}
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}
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}
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