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Fix for cocos2d-x 4.0 and axmol #4

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crazyhappygame
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@aismann
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aismann commented Aug 14, 2024

Axmol us an own way:
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Build for cocos2d-x-4.0 on M1 mac. ✅ (I needed to patch a few things in cocos itself in order to make it run in M1, but nothing graphics related)

  1. On top of the file: USING_NS_CC;#define USING_NS_CC using namespace cocos2d so, I should have access from this file without using cocos2d:: prefix.
  2. auto * works for me. Are there any problems with using auto? I thought even cocos2dx docs recommends using modern c++.
  3. In my 4.0 DrawNode I don't have _bufferTriangle + _bufferCountTriangle. axmol DrawNode is different? My local build also fails if I try to access _customCommandTriangle for the same reason.

Need more info. 🙏 ping me if I can help somehow with this.

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3 participants