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 93b7406138)
This commit is contained in:
Rémi Verschelde 2021-04-22 02:18:44 +02:00
parent e86d086573
commit b616f41573
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2 changed files with 4 additions and 1 deletions

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@ -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")

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@ -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"