Because we can't forward-declare class members we would need to include
whole Mesh (along with all OpenGL headers and other stuff) just to use
Primitive enum. The old Mesh::Primitive is now alias to new one, is
marked as deprecated and will be removed in future release.
Somebody would just want to defer context creation after parsing
arguments or doing some validations without any particular setup, thus
having to write even the {} is annoying.
Encourages vectorization and generic usage even more. Some functions
were rewritten to make use of the new features, resulting in shorter and
more readable code. This also fixes the annoying naming collision with
WINAPI Rectangle() function.
The old Rectangle is now subclass of Range2D, is marked as deprecated
and will be removed in future release.
Use CORRADE_PLUGINMANAGER_LIBRARIES instead of
CORRADE_PLUGINMANAGER_LIBRARY when linking core Magnum library.
This reverts commit 80263eb318 and
6dbe31f0f0.
Buffer usage is used as parameter in many functions, e.g. in
*Framebuffer::read() and *Texture::image(), but they are rather seldom
used and including whole Buffer.h file just for one enum is just
overkill. The old Buffer::Usage is now alias to BufferUsage, it is
marked as deprecated and will be removed in future release.
Saves unnecessary heap allocation and saves user from the burden of
explicit deletion, otherwise the usage is the same. Polymorphic types
can't be done using `std::optional`, will fix that later.
Operators that are part of Vector are operating only with the same type
as Vector itself, operators for multiplying/dividing integral vectors
with floating-point numbers and vectors are now out-of-class and enabled
only for integer vectors. It allows better control (e.g. multiplying
integer and floating-point vector will _always_ result in floating-point
one). Thoroughly tested integer/FP operations and also reworked and
tested operator and funciton reimplementations in subclasses, both for
value correctness and result type correctness.
It is possible to do everything with Mesh::addInterleavedVertexBuffer().
Moreover Mesh::addVertexBuffer() was dependent on vertex count, which
was counterintuitive and not always what the user wants. Also in many
times I mistakenly used Mesh::addVertexBuffer() instead of
Mesh::addInterleavedVertexBuffer() and then spent endless hours trying
to figure out what is wrong. This is now over. Thanks, brain!
In 1.8.5 it is now possible to reference directly to enum member.
Hooray! Also added explicit @ref here and there, fixing some referencing
bugs along the way.
Makes some cases less consistent (and some convenience shortcuts
impossible), but goes well with the attitude "don't use pointer when it
can't be null".
1.0 is taken as shape center (white), 0.0 as shape surroundings (black).
It was unintuitive to have it reverted, updated documentation to make it
right.
* Older GLSL doesn't have texelFetch() and related things, working
around it by using classical texture() and normalized floating-point
coordinates. But that needs to have Texture::imageSize() passed,
which is not available in OpenGL ES, thus the user must specify it
explicitly there. On desktop OpenGL that parameter is ignored.
* Older GLSL doesn't have gl_VertexID, thus vertex buffer must be
created and vertex data passed expliticly.
* GLSL ES 2.0 doesn't have one-component texture format and
TextureFormat::Luminance probably isn't renderable anywhere, thus
TextureFormat::RGB should be used, although it is inefficient.
* Checking for framebuffer completeness, if not complete, nothing is
done.
* Re-eabled building of TextureTools library in all ES PKGBUILDs.
Removed unneeded member variables, removed wrong assertions and wrong
documentation (most of the state they were fobidding is actually valid).
Retrieving shader log with full length, properly printing non-error
messages to debug output.
Each shader must now be compiled explicitly using compile(), which is
slightly better for the user as it is possible to check compile status
instead of having it weirdly hidden inside attachShader(). link() now
also returns linking status.
Not documented yet, because I am ashamed of this way of doing things.
With shared libraries the resources are imported automatically, with
static ones the user must explicitly include these files in some
non-static library or executable to have them imported.
* 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.