* 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.
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.
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
While namespaces act for hierarchy, modules are something like "tags" -
usable when you want to check related classes of e.g. CubeMapTexture.
Not sure how to name module for Math and Physics namespaces and
Contexts/Trade, though.
* Renamed Type enum to Target to be consistent with OpenGL naming
* Strongly typed enums
* Ability to specify different type when binding/setting data
* Added missing buffer targets
* Removed VertexPointer typedef, as size_t is somewhere 64bit and
OpenGL doesn't have corresponding data type. Using unsigned int
everywhere instead, to avoid confusion.
* Removed Face structure altogether, using vertex indices directly.
* Greatly reduced size of unit tests, also thanks to C++11
std::initializer_list feature.