Buffered* hinted that it has something to do with caching, streaming or
whatever. "Buffer texture" is now also consistent with naming in
specification.
It is now ambiguous whether data passed as `std::int8_t` are of
Type::Byte, Type::ByteInteger or whatnot. The user now must explicitly
specify both format and type.
Got rid of InternalFormat class, now it is all in one big enum, as each
version (desktop, ES2, ES3) has different requirements and it can't be
done that way anymore (moreover that was terribly ugly solution).
On OpenGL 3.3 context it was checking for support of all 3.0, 3.1 and
3.2 extensions even if isExtensionSupported() didn't use that
information at all.
Similar to `glxinfo`, displays information about Magnum engine and
OpenGL capabilities. Currently for Unix/X11 only, as I don't have
windowless application implementation for other platforms.
Finally something that can be used for:
* Unit tests
* Resource compilation
* Benchmarks
* ...
I also desperately need something similar for Windows (and Mac OS, too).
We still want to target old Intel machines with OpenGL 2.1. Also moved
important information from constructor documentation to class
documentation. Who would look into constructor documentation for that?
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.
Allows simple and convenient call with one value for all axes instead of
that unholy mess:
texture.setWrapping(Texture2D::Wrapping::ClampToEdge);
Previous way (for entertainment purposes):
textute.setWrapping(Math::Vector2<Texture2D::Wrapping>(
Texture2D::Wrapping::ClampToEdge));