It compiles on GLES2 as well, but there it hits the massive PITA of
being unable to render to LUMINANXCE formats and GL_RED formats not
really being available everywhere.
I don't have the patience to fix that, and almost nobody needs to use
ES2 platforms nowadays, so this isn't really a priority.
Currently contains just one very silly Phong->PBR conversion utility,
but eventually it'll provide tools for simplifying, merging and
deduplicating materials.
These two options were mutually exclusive, and both were doing the same
thing -- switching to EGL on desktop GL, or switching away from EGL on
GLES. That made all logic vastly more complicated than it should be, and
unfortunately it took me half a decade to realize that. The new logic is
significantly simpler everywhere.
As usual, the old options are still recognized by CMake on a deprecated
build (with a warning), and are still exposed both as CMake variables
and a preprocessor define. But the logic for them was quite complicated,
so I don't guarantee all cases are covered.
I also tried to clean up the dependent CMake options to allow building
GLX and WGL apps on GLES independently of whether EGL is used, but it's
quite a mess due to the limitations of CMake < 3.22. Build directories
that have the options switched randomly over a long time might start
misbehaving, but the initial build should work well.
Just the stuff that touches GL functionality in some way. Which
unfortunately means all of DebugTools and SceneGraph for debug
renderers, which then pull in also all of Primitives and all of
MeshTools.
I kinda get the point, to avoid rogue third parties tainting my
ŕepositories with nasty backdoors, yes, but unless *everything* on the
way to the server including DNS queries is encrypted, then it's still
just a half of the solution and any silly corporate firewall can still
prevent me from cloning stuff from github dot com.
Took me a while (several years?) to figure out a way to benchmark this
without basically duplicating the testing effort and without new
variants being too hard to add.
This makes it possible to:
- finally use Magnum as a CMake subproject on Windows and have your
executables not fail to run with a "DLL missing" error (and the
setting is put to cache so superprojects just implicitly make use of
that)
- run tests on Windows without having to install first
- use dynamic plugins from a CMake subproject on any platform without
having to install first or load them by filename --- and the plugin
directory is now easily discovered as relative to
libraryLocation() of the library implementing given plugin interface
Three new builds (GL, GLES2, GLES3), Vulkan is now built with just MSVC
2019; removed 2015 RT builds because nobody cares and axed also GLES
2015 builds. In total it's one build less (well, the RT ones are
really slow, so way more than that in fact). Yay!