* Normalization of e.g. color components passed as unsigned byte to
float values is possible.
* BGRA vector component ordering is possible.
* Proper type checking, allowing only GLSL-equivalent types to be used
as attributes.
* Reverted back to typedef'ing shader attributes, as type conversion
can now be specified in constructor.
* Instead of "binding attributes" the user now "adds vertex buffer". It
corresponds better with what OpenGL itself does.
* Vertex buffers now must be managed by the user.
* Shader attributes are now static const members instead of typedefs to
allow more convenient add*VertexBuffer*() calls.
Now the #version string is added from Shader class itself, making it
possible to do workarounds for older versions more conveniently. As a
consequence, #version must not be part of shader source anymore.
Magnum.h now doesn't include anything except OpenGL headers, thus
changes in Math library don't trigger recompilation of everything, but
only of things really depending on it.
Math constants moved to separate file for similar reasons, de-inlined
some functions to remove the need for some #includes.
Preferred workflow is to specify attribute location explicitly in the
shader. The functions remains here as some old Intel systems don't
support the required extension ARB_explicit_attrib_location (and it's
not in GL 3.0 either). Also updated and fixed the documentation.
Function bindAttribute() was renamed to bindAttributeLocation() to be
consistent with bindFragmentDataLocation().
PhongShader now uses explicit attribute location.
The class is now created always on the stack, so the user doesn't have
to delete it explicitly. It's now possible to write less verbose
shader code, instead of three lines before:
Shader* s = Shader::fromFile(Shader::Fragment, "Shader.frag");
attachShader(s);
// ...
delete s;
It's now only one:
attachShader(Shader::fromFile(Shader::Fragment, "Shader.frag"));
Now the data type is part of attribute definition, so user doesn't have
to guess / look up what data should be there when binding with
Mesh::bindAttribute().