use correct ifdefs for iPhone/other material loading

This commit is contained in:
Nick Fisher
2022-08-20 00:19:01 +10:00
parent e473fe1d6f
commit 21c749181c

View File

@@ -65,7 +65,11 @@
#include "Log.hpp"
#include "SceneResources.hpp"
#if TARGET_OS_IPHONE
#include "image/imagematerials_ios.h"
#else
#include "image/imagematerial.h"
#endif
#include "FilamentViewer.hpp"
#include "StreamBufferAdapter.hpp"
@@ -204,10 +208,18 @@ void FilamentViewer::createImageRenderable() {
return;
auto &em = EntityManager::get();
#if TARGET_OS_IPHONE
_imageMaterial =
Material::Builder()
.package(IMAGEMATERIALS_IOS_IMAGE_FILAMAT_DATA, IMAGEMATERIALS_IOS_IMAGE_FILAMAT_SIZE)
.build(*_engine);
#else
_imageMaterial =
Material::Builder()
.package(IMAGEMATERIAL_IMAGE_DATA, IMAGEMATERIAL_IMAGE_SIZE)
.build(*_engine);
#endif
// TODO - can we make these resgen names consistent
_imageVb = VertexBuffer::Builder()
.vertexCount(3)