Only one value from these two was used in the end, wasting precious
bytes. Also these two values were used to differentiate between indexed
and non-indexed mesh (instead of relying on actual index buffer being
bound), which was very confusing. This approach looks more clean. The
MeshView class is not yet updated, as the change would expose some
features that aren't possible in current implementation (base vertex
specification).
Merged Mesh::setVertexCount() and Mesh::setIndexCount() into one
Mesh::setCount(), the two original functions are now guarded aliases to
the new one, are marked as deprecated and will be removed in future
release, similarly for the getters.
In particular, if the mesh is indexed, setVertexCount() does nothing and
vertexCount() returns 0. The setIndexCount() and indexCount() do and
return the same regardless of whether the mesh is indexed or not.
Previously the API didn't encourage the user to set up and activate
shader before drawing the meshes, leading to unintuitive behavior:
// Can I just call draw() or do I have to fully understand the
// meaning of the universe before?
mesh.draw();
Now the draw() needs the shader passed explicitly as parameter, which
should hint that the shader must be set up somehow:
// Right, so this needs just a shader and that's all. Expecting this
// I fortunately *did* configure all the uniforms before this call.
mesh.draw(shader);
It is also possible to pass the shader as rvalue, in case the drawing is
just a one-off thing and is already fully configured.
mesh.draw(MyShader{});
As usual, the original API is kept, is marked as deprecated and will be
removed in some future release.
Each texture has slightly different usage requirements and having
everything under one generic class is not worth the additional runtime
checks and whatnot. The current way with Texture::Target enum
(hopefully not too widely used) is now deprecated and will be removed in
some future release. However general Texture1D/2D/3D usage is not
changed in any way.
The only places where they aren't absolute are:
- when header is included from corresponding source file
- when including headers which are not part of final installation (e.g.
test-specific configuration, headers from Implementation/)
Everything what was in src/ is now in src/Corrade, everything from
src/Plugins is now in src/MagnumPlugins, everything from external/ is in
src/MagnumExternal. Added new CMakeLists.txt file and updated the other
ones for the moves, no other change was made. If MAGNUM_BUILD_DEPRECATED
is set, everything compiles and installs like previously except for the
plugins, which are now in MagnumPlugins and not in Magnum/Plugins.
Can't test EXT_debug_label, as that is apparently OSX 10.9-only. Added
GL tests for all implemented objects. KHR_debug is selected first, if
that is not available, fall back to EXT_debug_label. If neither is
available, the functions are no-op.
I hope EXT_debug_label gets replaced by KHR_debug later, thus it is now
only "emulated" through KHR_debug enums.
Now we can use CORRADE_COMPARE() almost exclusively for comparing
Vector, Matrix instances and all containers from STL. Tests running time
for all 31 tests is now around 0.1 sec instead of two seconds like
before.
Disabled compilation of all benchmarks, because TestSuite cannot handle
them yet.
PKGBUILD from AUR now can shamelessly use check() function without
unnecessary dependencies.
It was overengineered and unnecessarily complicated. Now the camera is
specified only in Scene::draw(), which eliminates all the needs for
recalculating absolute object transformations on each camera
transformation change. Absolute object transformation is now computed
relative to root object or relative to camera object passed as
parameter. Because of that it is now also possible to draw the scene
using multiple cameras at once.