This allows to use those nice aliases even on GCC <= 4.6 without
resorting to verbose full name. Double and other types can be then
typedef'd as e.g. Camera3Dd or Camera3Di.
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.
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.
Currently the documentation looked like "who would ever want something
else than 2D/3D objects", now it hints that the objects can be also on
steroids, err.., doubles instead of floats.
Now whole Magnum, Magnum::SceneGraph and Magnum::Math namespaces are
fully documented -- each class has at least "getting started"
documentation, larger modules are documented on separate pages.
* In shader uniforms (projectionMatrix makes more sense than projection
alone)
* For underlying types for SceneGraph transformation. It is already
used in Drawable::clean() as transformationMatrix, so why not use it
also in AbstractFeature::clean(). Moreover, clean() could be in
future also done using something else, this helps to distinguish the
type just from parameter name.
* In Physics shapes - applyTransformationMatrix() (as it could be in
future also done using something else).
Using header with forward declarations, containing declarations for all
classes with default parameters. The classes themselves don't have the
defaults.
This also allows users to more conveniently forward-declare instead of
digging in sources and writing the declarations on their own.
It was pain to type it with all the template parameters (`typename
AbstractCamera<dimensions, T>::AspectRatioPolicy`,
`Camera3D<>::AspectRatioPolicy::Extend`...) and it looked like it is
different for each camera template (which internally wasn't).
* Camera is now templated also on underlying floating-point type.
* Drawable objects can be split into groups (e.g. for separated
rendering of transparent objects)
* Added (long time missing) test for draw() function.
Extern template probably causes even inline functions to be
instantiated, because MinGW's GCC 4.7.0 then complains about conflicting
symbols, removing them fixes the issue.
Extern template is not necessary here, as the needed functions are
explicitly instantiated in source file only anyway and we don't care
about instantiation count of inline functions.
* The user might not want to call Framebuffer::clear(), because there
could be something already rendered with another camera.
* The user might not want to call Framebuffer::setViewport(), because
there could be different framebuffer attached.
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
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().