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.
Removing of another <*stream> #include leads to more compilation time
saving, now from ~5:12 to ~4:55. Another compilation time improvements
will now be possible only by using Clang's modules, I don't know where
to optimize further (except for getting rid of <sstream> in tests).
Allows to animate objects, pause, repeat and resume the animations. The
user implements animation step and can perform actions on state changes.
Each Animable is part of some group which is optimized for case when no
animation is running, thus it is possible to create multiple independent
"animation islands" to improve performance.
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.
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.
* 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).
It was mainly in DimensionTraits usage. Also using DimensionTraits::*Type
for private members of physics shapes instead of manually specified
superclasses. The header is still included because of all the inline
accessors, so why not use the same type inside the class.
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.