It seems like a bad idea, but it will:
* Improve portability, as `Int` will be always 32bit.
* Improve readability, as `std::int32_t` is just plain ugly and too
complicated to write.
* Improve consistency and reduce confusion, as it's not good to mix
`int`, `std::int32_t`, `GLint`, `khronos_int_t` and whatnot in one
codebase.
* Possibly reduce compilation time, because including all ~35k lines
worth of GL headers just for one GLfloat typedef is even worse than
now forbidden #include <iostream> in headers.
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.
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.
Vector4 doesn't set W component to one by default anymore, this is now
handled by Point*D itself. This finally allows creating of 2D primitives
and 2D position vectors without messing explicitly with Z = 1.
All classes which should use Point instead of Vector were updated to use
Point instead.
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.
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.
Both functions convert the value to radians at compile time. For
example deg(180.0f) is converted to 3.14f. Less intuitive than
user-defined literals (C++11 feature), but works everywhere.