From d25848e2dda9b23b94f53d787c7302f426f52029 Mon Sep 17 00:00:00 2001 From: Senryoku Date: Thu, 14 Nov 2024 21:59:48 +0100 Subject: [PATCH] Fix windows compilation --- src/gdi.zig | 2 +- src/renderer.zig | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/gdi.zig b/src/gdi.zig index e4839b9..dd276a3 100644 --- a/src/gdi.zig +++ b/src/gdi.zig @@ -261,7 +261,7 @@ pub const GDI = struct { .track_type = track_type, .format = format, .pregap = pregap, - .data = @as([]align(std.mem.page_size) const u8, @alignCast(@ptrCast(ptr)))[0..info.RegionSize], + .data = @as([*]align(std.mem.page_size) const u8, @alignCast(@ptrCast(ptr)))[0..info.RegionSize], .platform_specific = .{ .file_handle = file_handle, .mapping_handle = mapping_handle, diff --git a/src/renderer.zig b/src/renderer.zig index 3f47eeb..0607b9b 100644 --- a/src/renderer.zig +++ b/src/renderer.zig @@ -2787,7 +2787,7 @@ pub const Renderer = struct { pass.draw(3 * volume.triangle_count, 1, 3 * volume.first_triangle_index, 0); } } else { - renderer_log.warn(termcolor.yellow("TODO: Unhandled Open Translucent Mofifier Volume!"), .{}); + renderer_log.warn(termcolor.yellow("TODO: Unhandled Open Translucent Modifier Volume!"), .{}); // TODO: Almost the same thing, but the compute shader is really simple: Take the smallest // depth value and add a volume from it to "infinity" (1.0+ depth). Or find a more efficient way :) }