diff --git a/code/AssetLib/FBX/FBXParser.h b/code/AssetLib/FBX/FBXParser.h index 63dbb023b..97f74b914 100644 --- a/code/AssetLib/FBX/FBXParser.h +++ b/code/AssetLib/FBX/FBXParser.h @@ -63,7 +63,6 @@ class Scope; class Parser; class Element; -// XXX should use C++11's unique_ptr - but assimp's need to keep working with 03 using ScopeList = std::vector; using ElementMap = std::fbx_unordered_multimap< std::string, Element*>; using ElementCollection = std::pair; diff --git a/code/AssetLib/FBX/FBXProperties.cpp b/code/AssetLib/FBX/FBXProperties.cpp index df39098fa..6f577d09f 100644 --- a/code/AssetLib/FBX/FBXProperties.cpp +++ b/code/AssetLib/FBX/FBXProperties.cpp @@ -243,7 +243,6 @@ DirectPropertyMap PropertyTable::GetUnparsedProperties() const // Read the element's value. // Wrap the naked pointer (since the call site is required to acquire ownership) - // std::unique_ptr from C++11 would be preferred both as a wrapper and a return value. std::shared_ptr prop = std::shared_ptr(ReadTypedProperty(*currentElement.second)); // Element could not be read. Skip it. diff --git a/contrib/draco/BUILDING.md b/contrib/draco/BUILDING.md index 340b2b83b..8e1f13e1f 100644 --- a/contrib/draco/BUILDING.md +++ b/contrib/draco/BUILDING.md @@ -1,21 +1,23 @@ _**Contents**_ - * [CMake Basics](#cmake-basics) - * [Mac OS X](#mac-os-x) - * [Windows](#windows) - * [CMake Build Configuration](#cmake-build-configuration) - * [Transcoder](#transcoder) - * [Debugging and Optimization](#debugging-and-optimization) - * [Googletest Integration](#googletest-integration) - * [Third Party Libraries](#third-party-libraries) - * [Javascript Encoder/Decoder](#javascript-encoderdecoder) - * [WebAssembly Decoder](#webassembly-decoder) - * [WebAssembly Mesh Only Decoder](#webassembly-mesh-only-decoder) - * [WebAssembly Point Cloud Only Decoder](#webassembly-point-cloud-only-decoder) - * [iOS Builds](#ios-builds) - * [Android Studio Project Integration](#android-studio-project-integration) - * [Native Android Builds](#native-android-builds) - * [vcpkg](#vcpkg) +- [Building](#building) + - [CMake Basics](#cmake-basics) + - [Mac OS X](#mac-os-x) + - [Windows](#windows) + - [CMake Build Configuration](#cmake-build-configuration) + - [Transcoder](#transcoder) + - [Debugging and Optimization](#debugging-and-optimization) + - [Googletest Integration](#googletest-integration) + - [Third Party Libraries](#third-party-libraries) + - [WebAssembly Decoder](#webassembly-decoder) + - [WebAssembly Mesh Only Decoder](#webassembly-mesh-only-decoder) + - [WebAssembly Point Cloud Only Decoder](#webassembly-point-cloud-only-decoder) + - [Javascript Encoder/Decoder](#javascript-encoderdecoder) + - [iOS Builds](#ios-builds) + - [Native Android Builds](#native-android-builds) + - [Android Studio Project Integration](#android-studio-project-integration) + - [Draco - Static Library](#draco---static-library) + - [vcpkg](#vcpkg) Building ======== @@ -325,7 +327,7 @@ Draco - Static Library To include Draco in an existing or new Android Studio project, reference it from the `cmake` file of an existing native project that has a minimum SDK -version of 18 or higher. The project must support C++11. +version of 18 or higher. The project must support C++11 at least. To add Draco to your project: 1. Create a new "Native C++" project.