This caused MeshToolsCompileGLTest to fail in a strange way, and
PhongGLTest::renderLowLightAngle() as well. Which looked rare enough that
I first suspected some random driver bug, but apparently it was all
caused by these using the default infinity range instead of explicitly
calling setLightRanges() on the shader.
The test is now updated to explicitly verify the default value when a
setter isn't called, to catch this problem better in case it reappears in
a different form elsewhere.
Neither of those are really critically important. Failure not being a
failure is fine (just don't make the shader broken in the first place),
multiple color output bindings should be in the shader source anyway.
This was quite a mess, the whole array name copypasted to each and every
access. I mean, yeah, originally I thought this would be *the* usage
pattern, but oh god this resulted in SO MANY copypaste errors.
Which ultimately means the two annoying NVidia failures in the
TextureGLTest related to pixel storage in compressed 3D images are no
longer failing as a result of cleanup.
A regression was introduced in 2a8e550b57
that affects only Windows builds. The version downloaded on the Windows
CI unfortunately doesn't contain CMake configs, so this went unnoticed.
I wanted to add this for GlfwApplication, only to realize the timer there
is a double, in seconds, so accepting *integral* milliseconds there felt
very weird. Let's use the fancy new time types instead.
Also updated the docs to (hopefully) clarify that setSwapInterval() has
to be called in order for the interaction between the two to work
properly.
As usual, the old variant taking untyped milliseconds is a deprecated
alias to this one.
In short this means the users no longer need to care about FindSDL2 etc.,
it'll just get done automatically. They don't need to drag along
FindMagnum / FindCorrade anymore either, but having them gives a much
more reasonable error message if the library cannot be located at all, so
I still recommend having them.
Before, if e.g. find_package(Magnum REQUIRED Vk) was called and the
installed Magnum didn't have Magnum::Vk enabled at all, it would still
try to call find_package(Vulkan) and do all other setup which could then
fail as well, resulting in way too many noise printed.
Now the decision about the _FOUND variable is moved all the way to the
top, and the actual target setup is only done afterwards.
Sometimes it's desirable to just make a mesh indexed unconditionally,
which wasn't really possible with this thing, and having to special-case
that at the call site is very annoying. Now it makes a mesh
trivially indexed if it has any other primitive than the ones listed,
and if it's already indexed, it's just passed through.
Following the spirit of extension-based functionality, the entrypoints
are available always but do something (i.e., call the actual WebGL API)
only if the extension is advertised. Which it is only on Emscripten
3.1.66+ because older versions don't have the corresponding entrypoints,
so there it's marked as disabled.
Additionally, EXT_polygon_offset_clamp is now also working on 3.1.66+,
but there's no wrapper for it yet.
This is also the first time they just stopped bothering and introduced a
name that is neither in the official gl.xml nor in the
google-private ANGLE-specific gl.xml. So yeah, gotta make my own gl.xml.
I wonder how other people do this. Do they just type out the headers
themselves? Or what's the process for this fucking trash fire these
days??