Using specialized enum instead of global Type and shitload of type
traits to handle it correctly. Removed TypeTraits::indexType() and
cleaned up MeshTools::compressIndices() while at it.
Would cause weird issues with state, it's better to just not allow it
and follow KISS principle than trying to implementing it. Also
crosslinked required function calls in documentation.
* Calling *Mesh::draw() with parameter to start on arbitrary vertex
index might give users more freedom than they want to have (e.g.
lines rendered where gaps should be, broken triangle strips...).
* Single-precision floats have meaningful precision of ~6 decimal
places, everything after that would be random garbage anyway, so we
don't need anything "more precise" for icosphere.
* Texture1D can have only one target and it can be used as framebuffer
target.
Magnum.h now doesn't include anything except OpenGL headers, thus
changes in Math library don't trigger recompilation of everything, but
only of things really depending on it.
Math constants moved to separate file for similar reasons, de-inlined
some functions to remove the need for some #includes.
Desktop OpenGL and OpenGL ES 2 support can be switched using CMake
TARGET_GLES option. All functionality not supported in ES is marked in
documentation.
If targetting OpenGL ES, GLES2/gl2.h is included instead of GLEW.
Mesh class now uses VAOs only in desktop OpenGL, in ES the buffers are
bound on each draw call.
* All attribute pointers and buffer binding is now stored in each
mesh own vertex array object, thus each mesh drawing now needs
only three OpenGL calls.
* Removed default VAO from Scene, which fixes unit test crashes.