Better for checking accidents, as picking a wrong primitive / index type
can lead to *serious* rendering issues. Similarly to a change done to
(Compressed)PixelFormat in 2019.10.
Well. Bloaty reports a 0.3% increase in Debug and 0.1% in Release, but I
guess if the enums would be larger, the savings would be actually
significant.
Deprecated for 2018.04, it's been almost a year since. Whoever is using
Magnum regularly updated already, and who not can always upgrade
gradually (2018.02, 2018.04, 2018.10, 2019.01 etc.).
Similarly to pixel formats, there is now generic Magnum::MeshPrimitive
and Magnum::MeshIndexType, which is convertible to GL::MeshPrimitive and
GL::MeshIndexType using GL::meshPrimitive() and GL::meshIndexType(). In
addition, the following is done:
* The original GL::Mesh::IndexType is now GL::MeshIndexType, original
name is now just a typedef.
* GL::Mesh::indexSize() is deprecated in favor of
Magnum::meshIndexTypeSize() and GL::Mesh::indexTypeSize().
* New GL::Mesh::indexType() and GL::MeshView::mesh() getters (not sure
why they were omitted)
* GL::Mesh::indexType(), GL::Mesh::indexTypeSize(),
GL::MeshView::setIndexRange() now expect that the mesh is indexed
(useful property in my opinion, also avoids getting random results).
* The extra MeshPrimitive::LinesAdjacency etc. are still present for
backwards compatibility, but marked as deprecated. Use
GL::MeshPrimitive values instead.
Minimal updates (just the include guards) so Git is hopefully able to
detect the rename and track the history properly.
Everything except Magnum::GL doesn't compile now.
There's a new DynamicAttribute class that is very similar to Attribute,
but it has the location and base type as runtime properties instead of
them being a part of template. This allows for more flexibility, but
OTOH also more typing and more responsibility on the user. See
MeshGLTest for details and usage comparison to the Attribute API.
103% of use cases use the returned value directly without checking, so
we might as well do the check ourselves. Added new function hasCurrent()
and added deprecated backward-compatibility conversion and -> operators.
Wow, that creeped to a lot of places.
Last dinosaur from the pointer age.
Currently the user had to ensure that buffers added to mesh were not
moved at all, which was very annoying, basically each one of them had to
be allocated on heap. Now the Mesh stores a weak copy (yes, really) using
Buffer::wrap() with no deletion on destruction, so the original instance
can be freely moved around without any fear of crash.
Thanks to @Squareys for the original idea/request about wrap() functions,
really useful part of the API.
Similarly to what's now done with NoInit tags for Containers::Array and
all math types such as Vector, there's now NoCreate tag for creating
wrappers without actually creating the underlying OpenGL object. The
instance is then equivalent to moved-from state. Useful to avoid
needless creation/deletion of OpenGL object in case you would overwrite
the instance later anyway:
Mesh mesh{NoCreate};
std::unique_ptr<Buffer> indices, vertices;
std::tie(mesh, indices, vertices) = MeshTools:compile(...);
The original goal was to avoid branches when binding the vertex
attributes for drawing, so I stored float, integral and double
attributes in separate std::vector instances and then was going through
each one of them in separate loop. In retrospect that was _not_ a good
idea, because it results in larger Mesh class, two more allocations
resulting in far more pointer chasing and more complicated
constructor/destructor.
Now everything is stored in a single vector. I may optimize it further
by not calling the constructor/destructor on it when VAOs are used.
Actually properly supporting ANGLE_instanced_arrays. Emscripten
currently has the functions without the ANGLE suffix. Only causes linker
warnings when not used, need to fill a bugreport and fix properly.
It is not related to Mesh itself at all, as the attribute indices are
defined in Attribute class. Use
AbstractShaderProgram::maxVertexAttributes() instead.
This function was added to ARB_instanced_arrays spec very late and thus
some implementations don't provide it (one case being AMD drivers on
Linux). If that function is not available, the non-DSA VAO specification
is used instead.
No backward compatibility issues should exist, as the class is in most
(if not all) cases used with unscoped name:
class MyShader: public AbstractShaderProgram {
public:
typedef Attribute<0, Vector3> Position;
// ...
};
The indexed binding is allowed for only some types (atomic counters,
uniforms, shader storage and transform feedback), thus we need separate
enum for that. Because the bind() function will be used far more often
than setTargetHint(), the original Target enum is now renamed to
TargetHint and the new Target enum contains (in non-deprecated build)
only three values.
For backwards compatibility, though, we need to have all original Target
values, thus the new Target enum contains also all other values from
TargetHint, but they are marked as deprecated and (at least) run-time
checked in bind() so they aren't accidentaly used for indexed binding.
Similarly there are also deprecated Target overloads of Buffer() and
setTargetHint(). It's ugly, but hopefully will suffice for now. This mess
will be removed as soon as possible in some upcoming version.