Skylicht Engine is C++ Game Engine based on Irrlicht 3D. And my goal is to create a high-performance and lightweight Game Framework that can seamlessly function on both web and mobile platforms. This framework will be available to everyone for free.
is that line would be this
262 swprintf(text, "Missing shader: %s\n", CPath::getFileName(material->getShaderPath()).c_str());
or maybe to convert char to wchar_t somewhere
?
[ 71%] Building CXX object Samples/Sponza/CMakeFiles/SampleSponza.dir/Source/CViewInit.cpp.o
/home/joilnen/ogre3d_devel/my/skylicht-engine/Projects/Editor/Source/Editor/AssetEditor/CMatEditor.cpp: In static member function ‘static void Skylicht::Editor::CMatEditor::showShaderGUI(Skylicht::Editor::CSpaceProperty, Skylicht::Editor::GUI::CBoxLayout, Skylicht::CMaterial, std::vector<Skylicht::Editor::ISubject>, std::function<void()>)’:
/home/joilnen/ogre3d_devel/my/skylicht-engine/Projects/Editor/Source/Editor/AssetEditor/CMatEditor.cpp:262:41: warning: ISO C++ forbids converting a string constant to ‘char*’ [-Wwrite-strings]
262 | sprintf("Missing shader: %s\n", CPath::getFileName(material->getShaderPath()).c_str());
is that line would be this
262 swprintf(text, "Missing shader: %s\n", CPath::getFileName(material->getShaderPath()).c_str()); or maybe to convert char to wchar_t somewhere ?
[ 71%] Building CXX object Samples/Sponza/CMakeFiles/SampleSponza.dir/Source/CViewInit.cpp.o /home/joilnen/ogre3d_devel/my/skylicht-engine/Projects/Editor/Source/Editor/AssetEditor/CMatEditor.cpp: In static member function ‘static void Skylicht::Editor::CMatEditor::showShaderGUI(Skylicht::Editor::CSpaceProperty, Skylicht::Editor::GUI::CBoxLayout, Skylicht::CMaterial, std::vector<Skylicht::Editor::ISubject>, std::function<void()>)’: /home/joilnen/ogre3d_devel/my/skylicht-engine/Projects/Editor/Source/Editor/AssetEditor/CMatEditor.cpp:262:41: warning: ISO C++ forbids converting a string constant to ‘char*’ [-Wwrite-strings] 262 | sprintf("Missing shader: %s\n", CPath::getFileName(material->getShaderPath()).c_str());