`char*` is now the default type for byte arrays. Results in shorter
code, less annoyances and more convenient testing. As is the case with
Corrade, I'm not doing any compatibility/deprecation layer, as most of
these functions is not widely used anyway.
Forward declarations of templated types don't have named template
parameters and thus Doxygen (sometimes) used these for documentation. It
then looked like this:
Magnum::Math::RectangularMatrix<std::size_t, std::size_t, class>
which isn't helpful at all. After the change it looks like this (much
better):
Magnum::Math::RectangularMatrix<cols, rows, T>
New in 2.8.9, much cleaner than the previous "solution". Also cleaned up
the surroundings a bit. Fixed cases where PIC was forced independently
of the settings, for plugins the PIC is now also set only when
needed/requested.
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.
The final release doesn't have the issue with non-explicit
default std::vector constructor. Most of the conflicts resulted from
Mesh::Primitve -> MeshPrimitive refactoring.
This reverts commit c2ad09706e.
Conflicts:
src/Magnum/Primitives/Capsule.cpp
src/Magnum/Primitives/Circle.cpp
src/Magnum/Primitives/Crosshair.cpp
src/Magnum/Primitives/Cylinder.cpp
src/Magnum/Primitives/Icosphere.cpp
src/Magnum/Primitives/Implementation/WireframeSpheroid.cpp
src/Magnum/Primitives/Line.cpp
src/Magnum/Primitives/Plane.cpp
src/Magnum/Primitives/Square.cpp
src/Magnum/Primitives/UVSphere.cpp
src/Magnum/SceneGraph/Object.hpp
src/Magnum/Text/GlyphCache.cpp
src/Magnum/TextureTools/Atlas.cpp
src/Magnum/TextureTools/Test/AtlasTest.cpp
Only one value from these two was used in the end, wasting precious
bytes. Also these two values were used to differentiate between indexed
and non-indexed mesh (instead of relying on actual index buffer being
bound), which was very confusing. This approach looks more clean. The
MeshView class is not yet updated, as the change would expose some
features that aren't possible in current implementation (base vertex
specification).
Merged Mesh::setVertexCount() and Mesh::setIndexCount() into one
Mesh::setCount(), the two original functions are now guarded aliases to
the new one, are marked as deprecated and will be removed in future
release, similarly for the getters.
In particular, if the mesh is indexed, setVertexCount() does nothing and
vertexCount() returns 0. The setIndexCount() and indexCount() do and
return the same regardless of whether the mesh is indexed or not.
Makes it possible to have both debug and release libraries installed. If
both libraries are present when finding the package, proper version is
used based on what configuration is used in depending project.
Why did I do this:
* It is more clean, shorter and nice looking with method chaining,
i.e. instead of:
shader.setColor(...)
.setOtherParam(5);
texture1.bind(MyShader::Texture1Layer);
texture2.bind(MyShader::Texture2Layer);
We now have this:
shader.setColor(...)
.setOtherParam(5)
.setTexture1(texture1)
.setTexture2(texture2);
* It is now also clear which texture type is expected, the layer
constant did not say anything about type.
* Also it is possible to use new features (multi bind, bindless
textures etc.) while preserving the same public API.
The only potential disadvantage is that the textures don't stay bound
like uniform values do, but this become a non-issue with bindless
textures. As usual, the old way is now deprecated and will be removed in
some future release.
Previously the API didn't encourage the user to set up and activate
shader before drawing the meshes, leading to unintuitive behavior:
// Can I just call draw() or do I have to fully understand the
// meaning of the universe before?
mesh.draw();
Now the draw() needs the shader passed explicitly as parameter, which
should hint that the shader must be set up somehow:
// Right, so this needs just a shader and that's all. Expecting this
// I fortunately *did* configure all the uniforms before this call.
mesh.draw(shader);
It is also possible to pass the shader as rvalue, in case the drawing is
just a one-off thing and is already fully configured.
mesh.draw(MyShader{});
As usual, the original API is kept, is marked as deprecated and will be
removed in some future release.
Each texture has slightly different usage requirements and having
everything under one generic class is not worth the additional runtime
checks and whatnot. The current way with Texture::Target enum
(hopefully not too widely used) is now deprecated and will be removed in
some future release. However general Texture1D/2D/3D usage is not
changed in any way.