Vector4 doesn't set W component to one by default anymore, this is now
handled by Point*D itself. This finally allows creating of 2D primitives
and 2D position vectors without messing explicitly with Z = 1.
All classes which should use Point instead of Vector were updated to use
Point instead.
It only caused another maintenance burden and was confusing to users.
Now when scene graph is in SceneGraph namespace there is no need for
another grouping. Namespaces are (and should be) sufficient.
This reverts commit 79945ab6fc.
Conflicts:
src/BufferedImage.h
src/BufferedTexture.h
src/Framebuffer.h
src/Query.h
src/SceneGraph/Scene.h
While namespaces act for hierarchy, modules are something like "tags" -
usable when you want to check related classes of e.g. CubeMapTexture.
Not sure how to name module for Math and Physics namespaces and
Contexts/Trade, though.
Long-standing TODO. It is better to have size first, because it is more
significant than type (e.g. because there are Vector4<T> specializations
and not VectorT<4> specializations). It is also IMHO easier for user to
distinguish/read the type than before:
Vector<float, 4> -> Vector4<float> // before
Vector<4, float> -> Vector4<float> // now