GL: drop compatibility fallback for the new multidraw API.
Since the main point of the low-level API is to make use of the
EXT_multi_draw_arrays / ANGLE_multi_draw / WEBGL_multi_draw extensions
for a reduced driver overhead *and* the builtin gl_DrawID variable, it
just doesn't make sense to provide a fallback to draw() in a loop. When
the extensions are not available, the user has to do extra work in order
to supply proper UBO draw offset for each draw call, and thus the
fallback path has basically no practical use.
On the other hand, draw() taking the MeshView instances is kept as-is --
this one is rather old and so breaking compatibility would be an
unnecessary pain point. Plus, since it has to allocate the contiguous
arrays internally, it's not desirable for any fast-path rendering
anyway.
CORRADE_INFO("Neither"<<Extensions::EXT::multi_draw_arrays::string()<<"nor"<<Extensions::ANGLE::multi_draw::string()<<"is supported, using fallback implementation");
CORRADE_INFO("Neither"<<Extensions::EXT::multi_draw_arrays::string()<<"nor"<<Extensions::ANGLE::multi_draw::string()<<"is supported, using fallback implementation");
CORRADE_INFO("Neither"<<Extensions::EXT::multi_draw_arrays::string()<<"nor"<<Extensions::ANGLE::multi_draw::string()<<"is supported, using fallback implementation");
CORRADE_INFO("Neither"<<Extensions::EXT::multi_draw_arrays::string()<<"nor"<<Extensions::ANGLE::multi_draw::string()<<"is supported, using fallback implementation");