No shit. This is usable mainly if some common code expects the
mesh wrapped in MeshData and thus it is better to just have this tiny
class instead of doing it manually.
* Calling enable_testing() only in root path.
* Using CORRADE_CXX_FLAGS instead of our own set to make things easier
to maintain.
* Various cleanup and reorganization.
Positions were originally done using Point2D/3D to simplify their
transformation using matrices and to some extent simplify their usage in
shaders. But now the disadvantages exceeded the advantages:
* They take 50% more for 2D positions and 33% more for 3D positions, as
last coordinate is always equal to 1, on the other hand when last
coordinate is errorneously not equal to 1 they have crazy behavior.
* Normalizing them or transforming them with anything else than with
matrices is PITA, as we need to strip the last component, do the
transformation, and then add the component back.
* All transformation handling classes (Complex, DualComplex,
Quaternion, DualQuaternion, Matrix3, Matrix4) now have convenience
functions for transforming points specified directly as
Vector2/Vector3 (and also for transforming vectors).
* When someone wants to use homogeneous coordinates with crazy last
component values, they can do so with plain Vector3 for 2D and
Vector4 for 3D and it will be less confusing than using Point2D/3D
which no important detail hidden.
Was causing improper implicit conversions, such as here (example
directly from unit tests, where it was unintentionally used):
Vector3 normal;
Matrix4 transformation;
auto transformedNormal = transformation*normal;
Not only that it was possible to multiply 4x4 matrix with 3-component
vector, but the resulting type was Point3D which was absolutely
confusing. Currently it must be explicitly converted:
transformedNormal = transformation*Point3D(normal);
In most cases the names aren't even supported/used and thus it is
wasteful to have them in all *Data classes. If the importer wants to
support them, it would reimplement *name() functions instead.
Removed workarounds for alias templates, variadic templates and
anonymous enums, but 1.8.2 has some bug with forward declarations
causing classes to appear in default namespace, breaking
cross-references.
* 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.
It prevents unwanted implicit conversions from e.g. nullptr to Camera,
Vector2 to Physics::Point etc. By making all the constructors explicit
it is easier to routinely add the keyword to all new classes instead of
thinking about cases when to add and when not to.
Optimalizations in Corrade::TestSuite and Corrade::Utility::Debug leaded
to significant reduction of compilation time - on my machine it was
~5:38 before with building of unit tests enabled, now only ~5:00.
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.
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.