The coordinate is always 0 and Mesh can be configured to add it
implicitly. The code is now nearly the same for 2D and 3D, will redo it
without templates later.
* Merged constExpressions() into other test cases, reducing duplicates
and simplifying the checks.
* Fixed old-and-forgotten operator[] overload in Matrix subclasses, it
was reinterpret_cast on T* array, it is now sufficient to do only
static_cast. Constexpr operator[] overload returns const copy to make
constexpr operations working even on returned value, e.g.:
constexpr Matrix4 a;
constexpr Vector3 b = a[2].xyz();
* Merged constExpressions() into other test cases, simplified the test
a lot and removing duplicate code.
* Fixed Vector3::xy(), Vector3::xy() and Vector3::xyz() constexpr
overloads, they now return copy instead of reinterpret_cast
reference. The copy is const to make constexpr operations working
even on returned subclass, e.g.:
constexpr Vector4 a;
constexpr Float b = a.xyz().y();
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).
It seems like a bad idea, but it will:
* Improve portability, as `Int` will be always 32bit.
* Improve readability, as `std::int32_t` is just plain ugly and too
complicated to write.
* Improve consistency and reduce confusion, as it's not good to mix
`int`, `std::int32_t`, `GLint`, `khronos_int_t` and whatnot in one
codebase.
* Possibly reduce compilation time, because including all ~35k lines
worth of GL headers just for one GLfloat typedef is even worse than
now forbidden #include <iostream> in headers.
C++11 changed type of character literal (i.e. '\x7F') from int to char,
thus the documentation is wrong (also mistakenly used octal literal).
Added test to properly test the behavior.