Fixed old references to Buffer::Usage, fixed parameter order in Image
constructor, fixed some function references. Added explicit references
to linkable stuff.
Until recently (or maybe not too recently) ES3 extension header was
"currently empty", now the extension header is shared with ES2. It's
nice to finally get rid of all the weird ifndefs.
Buffer usage is used as parameter in many functions, e.g. in
*Framebuffer::read() and *Texture::image(), but they are rather seldom
used and including whole Buffer.h file just for one enum is just
overkill. The old Buffer::Usage is now alias to BufferUsage, it is
marked as deprecated and will be removed in future release.
In 1.8.5 it is now possible to reference directly to enum member.
Hooray! Also added explicit @ref here and there, fixing some referencing
bugs along the way.
Passing pointer as function parameter will now mean that it is possible
to pass `nullptr`. Some code examples now look like the parameter is
copied instead of referenced, which is misleading. Updated the
documentation to reflect that more clearly.
Makes some cases less consistent (and some convenience shortcuts
impossible), but goes well with the attitude "don't use pointer when it
can't be null".
OpenGL includes are ~35k lines together and it is a waste of
compilation time to include them even if they are not needed at all
(e.g. whole SceneGraph and Physics libraries). Saves ~10s of compilation
time (6:46 before, now 6:35).
If ARB_invalidate_subdata is not available, these functions do nothing,
instead of crashing on null pointer dereference. It results in more
convenient usage, enabling users to call them whenever they want,
improving performance on implementations which supports that.
It prevents unwanted implicit conversions from e.g. nullptr to Camera,
Vector2 to Physics::Point etc. By making all the constructors explicit
it is easier to routinely add the keyword to all new classes instead of
thinking about cases when to add and when not to.
Buffered* hinted that it has something to do with caching, streaming or
whatever. "Buffer texture" is now also consistent with naming in
specification.
Some target platforms supply their own OpenGL headers, thus we cannot
use our own from ES 3.0 and compilation fails.
On the other hand, this will be better for users as usage of unsupported
features will be catched right during compilation and not at runtime.