Can't test EXT_debug_label, as that is apparently OSX 10.9-only. Added
GL tests for all implemented objects. KHR_debug is selected first, if
that is not available, fall back to EXT_debug_label. If neither is
available, the functions are no-op.
I hope EXT_debug_label gets replaced by KHR_debug later, thus it is now
only "emulated" through KHR_debug enums.
Renamed AbstractShaderProgram::maxSupportedVertexAttributeCount() to
maxVertexAttributes(), the old function is now an alias to retain
source compatibility, will be removed in future release.
Also printing the values in magnum-info.
Robust *Framebuffer::read() access, ability to query robust buffer
access behavior in Context::flags(), ability to check graphics reset
status and reset notification policy in Renderer.
* The light didn't catch camera transformation changes, so it was
returning wrong position for most of the time.
* The multiplication was in wrong order, it should be multiplied with
camera matrix from the left.
I need to find an solution for this, because now it is one redundant
matrix*vector multiplication per object per frame again.
This reverts commit 0443bbe286.
Conflicts:
src/Light.cpp
src/Test/LightTest.cpp
Object::setClean() now computes absolute transformation while traversing
through object parents and passes it as parameter to clean(), which is
now virtual a meant to be reimplemented instead of setClean().
Updated and greatly improved unit test.
Saves one matrix*vector multiplication per object per frame. The
position can be now Vector3 like before, because it won't be multiplied
with anything on draw call. Added unit test.
Removed functions at(), set() and add(), everything (and more) can be
now done using operator[]. Accessing matrix elements is now done through
column vectors, e.g.:
Matrix4 a;
a.at(row, col); // before
a[col][row]; // now
Note that because operator[] on Matrix returns column vector (there is
nothing like row vector), the parameter "order" is now swapped.
It was overengineered and unnecessarily complicated. Now the camera is
specified only in Scene::draw(), which eliminates all the needs for
recalculating absolute object transformations on each camera
transformation change. Absolute object transformation is now computed
relative to root object or relative to camera object passed as
parameter. Because of that it is now also possible to draw the scene
using multiple cameras at once.