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authorskal <pascal.massimino@gmail.com>2026-02-06 18:35:29 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 18:35:29 +0100
commit0911bfc9b014e02f1dd9d631f39c64a8b1717118 (patch)
tree1091758098f70c0d93edb0f69885ccfebcb1adb2 /src/tests/test_mesh.cc
parent69fd884aaec5523871696149cd39aff6b10c9397 (diff)
fix(test_mesh): Add missing include and wrap debug calls in STRIP_ALL guards
FIXES: - Added missing include: util/asset_manager_utils.h for MeshVertex struct - Wrapped Renderer3D::SetDebugEnabled() call in #if !defined(STRIP_ALL) - Wrapped GetVisualDebug() call in #if !defined(STRIP_ALL) ISSUE: test_mesh.cc failed to compile with 8 errors: - MeshVertex undeclared (missing include) - SetDebugEnabled/GetVisualDebug unavailable (conditionally compiled methods) SOLUTION: Both methods are only available when STRIP_ALL is not defined (debug builds). Wrapped usage in matching conditional compilation guards. Build verified: test_mesh compiles successfully.
Diffstat (limited to 'src/tests/test_mesh.cc')
-rw-r--r--src/tests/test_mesh.cc7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/tests/test_mesh.cc b/src/tests/test_mesh.cc
index 8c64d9b..55de3a9 100644
--- a/src/tests/test_mesh.cc
+++ b/src/tests/test_mesh.cc
@@ -8,6 +8,7 @@
#include "gpu/effects/shaders.h"
#include "gpu/texture_manager.h"
#include "platform.h"
+#include "util/asset_manager_utils.h"
#include <webgpu.h>
#include "procedural/generator.h"
#include <algorithm>
@@ -270,9 +271,11 @@ int main(int argc, char** argv) {
g_renderer.init(g_device, g_queue, g_format);
g_renderer.resize(platform_state.width, platform_state.height);
+#if !defined(STRIP_ALL)
if (debug_mode) {
Renderer3D::SetDebugEnabled(true);
}
+#endif /* !defined(STRIP_ALL) */
g_textures.init(g_device, g_queue);
ProceduralTextureDef noise_def;
@@ -308,11 +311,13 @@ int main(int argc, char** argv) {
g_camera.aspect_ratio = platform_state.aspect_ratio;
g_scene.objects[1].rotation = quat::from_axis({0.5f, 1.0f, 0.0f}, time);
-
+
+#if !defined(STRIP_ALL)
if (debug_mode) {
auto* vertices = (std::vector<MeshVertex>*)g_scene.objects[1].user_data;
g_renderer.GetVisualDebug().add_mesh_normals(g_scene.objects[1].get_model_matrix(), (uint32_t)vertices->size(), vertices->data());
}
+#endif /* !defined(STRIP_ALL) */
WGPUSurfaceTexture surface_tex;
wgpuSurfaceGetCurrentTexture(g_surface, &surface_tex);