diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index ecc2585..b25ca8c 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -64,7 +64,7 @@ jobs: - name: Checkout code uses: actions/checkout@v4 with: - submodules: true + submodules: recursive - name: Configure run: | mkdir build @@ -80,6 +80,7 @@ jobs: with: name: RavEngine_Samples_Win${{ matrix.arch }} path: | - build\win\release\RavEngine*.exe - build\win\release\RavEngine*.rvedata - build\win\release\RavEngine*Streaming\* + build\win\release\*.exe + build\win\release\*.rvedata + build\win\release\D3D12\ + diff --git a/main.cpp b/main.cpp index ecc96f5..0ac31f3 100644 --- a/main.cpp +++ b/main.cpp @@ -47,7 +47,7 @@ struct HelloCubeWorld : public RavEngine::World { // setup inside Entity::Create for Unreal-style inheritance. // We will start by loading the cube mesh. The cube is one of the default primitives that comes with RavEngine. - auto cubeMesh = MeshCollectionStaticManager::Get("cube.obj"); + auto cubeMesh = MeshCollectionStaticManager::Get("cube"); // Next we need to define a material for the cube. We can use the default material. // RavEngine can optimize your rendering for you by batching if you minimize the number of Material Instances you create,