Default framebuffer is now accessible throught defaultFramebuffer global
variable, named framebuffers are handled the same way as before. All
operations (clear, setViewport, blit, read) now are member functions
so they cannot be mistakenly used when unwanted framebuffer is bound.
Further rework (DSA, state tracking...) is on the way.
Buffered* hinted that it has something to do with caching, streaming or
whatever. "Buffer texture" is now also consistent with naming in
specification.
Some target platforms supply their own OpenGL headers, thus we cannot
use our own from ES 3.0 and compilation fails.
On the other hand, this will be better for users as usage of unsupported
features will be catched right during compilation and not at runtime.
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.
Automatic behavior could cause harm, as the stencil/depth test could be
temporarily disabled for some parts of the scene (but enabled for the
rest), causing clear() to leave stencil/depth buffer untouched.
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
They can be used for both floating-point (normalized) and integral
(denormalized) representation and support conversion between them.
HSV conversion is done always using floating-point types.
Getters for RGB(A) were removed from Vector3 and Vector4, they are now
part of Color3 and Color4. Because of this, Framebuffer now accepts
Color instead of Vector.
Now it is possible to render without using any Object, Scene or Camera
classes. Framebuffer class now manages features, clearing and setting
viewport. Added position parameter to setViewport(), ability to clear
specified features in clear().
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.
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.
Fixed a few typos in extension names, fixed BPTC texture compression
typos. Removed redundant EXT_framebuffer_object from functions as the
Framebuffer class itself has it.