Say how many devices there were in total, so it's possible to
distinguish the case of trying to find a CUDA device on a machine with
no NVidia GPU (where it says it found some other EGL devices) and the
case of drivers being completely broken for some reason (where it says
it didn't find any device at all).
Uses StridedBitArrayView underneath. Waited for this container to exist,
because implementing this using bools and wasting 8x more memory wasn't
a good option. Plus, being able to address single bits opens a
possibility to describe individual bits in enum flags, whereas the only
other option would be to take the whole flag as an opaque type
containing "some bit values".
Apparently I forgot to actually test these -- in order to fit the string
data pointer without making SceneFieldData too large, it'đ stored as an
offset from fieldData. And that's something not expressible in a
constexpr context. Thus the only way to create a constexpr string field
is by using the offset-only constructor (which is now appropriately
tested).
This change at least allowed me to move the constructor to the cpp file,
saving on header size and using more lightweight assertions.
Counterparts to the sRGB-converting APIs, for when one doesn't want to
perform sRGB conversion. Or for "wrong sRGB" workflows. Named like this
and not just `fromRgbInt()` to make the calls at least a bit suspicious.
I should probably go over all Math tests and include Magnum.h there. No
idea why did I do it like this back in 2010, maybe to have the Math
library "independent" from the rest of Magnum? That can be done even
without having to suffer like this...
The glTF importer plugin contains functionality that's present only in
deprecated builds (backwards compatibility for skinning mesh
attributes), which isn't causing any API signature difference but rather
a difference in behavior. So expand the docs to say it's not limited to
just APIs but features in general.
Somehow I forgot to cross-reference the SceneFieldData constructor and
mention which are usable for strings and which not, and that no builtin
fields are strings.
This got probably implemented long before the change in
c74b4c6b90. Or actually maybe not at all.
In any case, it'd cause an ambiguity with the 2D char view constructor
when the "updimensioning" StridedArrayView constructor gets introduced.
I did that just to be sure that 3c8fd70c12
didn't break anything, but to my surprise arrived at a difference
somewhere completely different.
The problem is that the SVGs were generated before Math::pack() was
fixed in e62ce4faa6 (Feb 2019) to perform
correct rounding, and so most color values were off by one. Heh.
I spent some time wondering if as<PbrClearCoatMaterialData>() can be
used on a material that doesn't neccessarily have that layer. It can, so
hint that in the docs.
It was creating the pool with 7 buffers, which the driver could as well
just round up to 8 and then allocating 8 would not fail. The test used
to work on Mesa before but not anymore. So I'm creating the pool with 8
and askin for 80 which should definitely fail.
There's a lot more failures on NVidia, I "fixed" those by deleting the
NVidia Vulkan ICD file for now.
While UfbxImporter knows to import these directly, AssimpImporter tries
to load them as FBX and fails (heh!), and ObjImporter has no idea about
materials at all, so recognizing this extension would only add more harm
than good at the moment.
Exposes MaterialTools::phongToPbrMetallicRoughness() that got added some
time ago. Most of the code and tests is scaffolding needed for direct
material import and processing outside of the addImporterContents()
automagic, similar to what was already done for meshes and images.
In particular, adding more material conversion options such as
canonicalization or deduplication will be significantly easier now that
the basics are done and tested.
To match the order (and thus also verbose log) in which they're added
inside addImporterContents(), and subsequently also the order
magnum-sceneconverter processes them manually. There's no reason to have
it different and cause confusion.
The number of items is known beforehand, so avoid unnecessary
reallocations. When mesh LODs are supported this won't be that clear
anymore, nevertheless it's never bad to pre-reserve.
Using the InPlaceInit constructor instead of an unnecessarily verbose
array<T>({...}) helper, indenting the command-line arguments so they're
easier to distinguish from the rest.