These are all just minor off-by-one errors, nothing to worry about.
Except maybe for that one case with MeshTools::compile() but the rest of
the image renders fine, so it's not like I'd have some critical issue
there.
Less error-prone because of full type safety and much nicer overall. The
test code originates from a time before slice-to-a-member-function was a
thing and then it got just copied everywhere without much thought.
Apart from instancing, which isn't done yet, this achieves feature
parity with the Phong and Flat shaders. Compared to those, the texture
layer can be supplied also from the attribute, which is what the Text
library needs. (And lack of texture array use in the text library
was until now a reason why those two shaders didn't have texture array
support so far.)
Compared to Corrade, the improvement in compile time is about a minute
cumulative across all cores, or about 8 seconds on an 8-core system (~2
minutes before, ~1:52 after). Not bad at all. And this is with a
deprecated build, the non-deprecated build is 1:48 -> 1:41.
The output is now *much* closer to the Vector shader output (mean
difference went from ~6 to 1.79), and in the multi-draw case it's
clearly visible that it's no longer slightly weirdly uneven.
The test files are now also much smaller as the originals were created
before RLE was implemented in TgaImageConverter.
Not that C++ STL and exceptions would be anything to take inspiration
from, but there's std::out_of_range. Python IndexError is also specified
as "index out of range", not "bounds".
Partially needed to avoid build breakages because Corrade itself
switched as well, partially because a cleanup is always good. Done
except for (STL-heavy) code that's deprecated or SceneGraph-related APIs
that are still quite full of STL as well.
Interesting, didn't know this kind of feature support was possible. I
guess it's still better than no GLES3.2 at all. Also, it's a phone from
2017, so probably not all that important to care about anymore anyway.
Given that I made a breaking change by returning Containers::String
instead of a std::string, I can take it further and replace also
std::pair with Containers::Pair -- it won't bring any more pain to the
users, they have to change their code anyway.
Co-authored-by: Hugo Amiard <hugo.amiard@wonderlandengine.com>
Those were temporarily added until Trade::AbstractImporter is ported
away from std::string, and that's done for quite some time already, so
these are no longer needed.
What's especially nice is that the code snippets no longer need to
describe that there's "2 lights, 3 materials and 5 draws" because now
it's self-documenting.
"Luckily", thanks to the DRAW_COUNT=1 and MATERIAL_COUNT=1 optimizations
not everything blows up, so i don't need to skip absolutely everything,
unfortunately Phong lights are affected by this insane crapfest as well
so basically nothing from Phong UBO support is tested there. FFS.
Besides expanding the tested platform set and updating thresholds where
needed, it makes more sense to list what is tested than what is not,
because when I forget to update the list it looks like I tested while I
did not.
Making room for GenerateTangents in 3D, and keeping the 2D ones
consistent with 3D. Also renamed GenerateTextureCoords to
GenerateTextureCoordinates in the remaining places to be consistent with
naming in the rest of the APIs.
Except MeshVisualizer and VertexColor, which don't have any texturing,
so there it's not needed. In most cases the tests are reusing existing
ground truth files and only modifying transformations / flipping images.