Using Array instead of Vector for *Texture::setWrapping().
Allows simple and convenient call with one value for all axes instead of
that unholy mess:
texture.setWrapping(Texture2D::Wrapping::ClampToEdge);
Previous way (for entertainment purposes):
textute.setWrapping(Math::Vector2<Texture2D::Wrapping>(
Texture2D::Wrapping::ClampToEdge));
CORRADE_ASSERT(texture->_target!=GL_TEXTURE_RECTANGLE||((wrapping[0]==Wrapping::ClampToEdge||wrapping[0]==Wrapping::ClampToBorder)&&(wrapping[0]==Wrapping::ClampToEdge||wrapping[1]==Wrapping::ClampToEdge)),"AbstractTexture: rectangle texture wrapping must either clamp to border or to edge",);
CORRADE_ASSERT(texture->_target!=GL_TEXTURE_RECTANGLE||((wrapping.x()==Wrapping::ClampToEdge||wrapping.x()==Wrapping::ClampToBorder)&&(wrapping.y()==Wrapping::ClampToEdge||wrapping.y()==Wrapping::ClampToEdge)),"AbstractTexture: rectangle texture wrapping must either clamp to border or to edge",);