fbx: Fix include for zlib that broke unbundling
It's possible to link against system zlib on Linux, so we should use system paths.
This commit is contained in:
parent
f6d5b2f3c2
commit
93b7406138
2 changed files with 4 additions and 1 deletions
|
@ -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"
|
||||
|
|
Loading…
Reference in a new issue