This involves checking if MAGNUM_BUILD_STATIC is set and deciding based
on that. Plugins don't have this treatment so far as they are a pure
runtime dependency, and the assumption is that they get built with
dependencies linked in statically. OTOH, they also need the per-plugin
configure.h read in order to support automatic plugin import, so that
bit of code is moved above alongside the other include path logic.
In short this means the users no longer need to care about FindSDL2 etc.,
it'll just get done automatically. They don't need to drag along
FindMagnum / FindCorrade anymore either, but having them gives a much
more reasonable error message if the library cannot be located at all, so
I still recommend having them.
Before, if e.g. find_package(Magnum REQUIRED Vk) was called and the
installed Magnum didn't have Magnum::Vk enabled at all, it would still
try to call find_package(Vulkan) and do all other setup which could then
fail as well, resulting in way too many noise printed.
Now the decision about the _FOUND variable is moved all the way to the
top, and the actual target setup is only done afterwards.
Originally (2012? 2013?) I expected that there would eventually be
OpenGL ES 4.0, thus it made sense to differentiate between ES2, ES3 and
something else ES yet unknown. But as ES4 was increasingly unlikely to
happen, the internal code treated MAGNUM_TARGET_GLES3 as a simple
inverse of MAGNUM_TARGET_GLES2, and only in a very few places,
only adding confusion.
Thus it's now deprecated and defined as a simple inverse of
MAGNUM_TARGET_GLES2 on MAGNUM_TARGET_GLES builds, and none of the
internal code uses it anymore.
It fails on a linker error otherwise. There's a bit of annoying logic
needed for pre-GLVND systems as there it's not possible to link to GLX
without dragging the whole libGL in as well, causing bad conflicts with
libGLES. Which means I can't test this on the CI yet as there CMake is
forced to version 3.5 and finding GLVND is only in 3.10.
The policy makes it work for all find_package(OpenGL) calls,
possibly even in subprojects, without having to copypaste the same
OpenGL_GL_PREFERENCE override code to each.
Same as the corresponding change in Corrade, this allows each function
to explicitly specify its dependencies, making it no longer depending on
what a particular Emscripten version decides to include by default, or
forcing users to painstakingly fill the EXPORTED_FUNCTIONS array when
linking the final executable.
It also allows the code to eventually get conditionally included or not
with preprocessor branches, for example to not include environment
queries for code that won't ever access Node.js console.
Optionally, because the TestSuite-related APIs such as CompareImage
aren't even built if the TestSuite library isn't built. Is a bit
brittle, but I don't feel like adding some kind of internal option to
configure.h just for this alone.
That's a second deprecation of this API in a short while, sorry. This
variant is hopefully the final one, with the previous one I still had
the problem that it contained a verb, which implied that it'd
*transform* the SceneData in some way which (unlike combineFields(),
filterFields() etc.) it didn't, it just extracts some data in a certain
way. This would all cause problems when there are APIs that actually do
perform hierarchy flattening.
It's also moved to a new, more general Hierarchy.h header which will
contain other hierarchy-related APIs. It doesn't make sense to have a
tiny header with just a single function, especially given it doesn't
depend on any heavy headers on its own.
Besides that it also makes the UnsignedInt overloads the main ones, and
the Trade::SceneField secondary, as is already done everywhere else (and
the opposite way was just bad inheritance from flattenMeshHierarchy()
it seems).
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.
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.
The whole class was a bad idea, why create something that's 99% similar
to another application and has just one platform-specific workaround? Of
course it resulted in this code being completely untested and not even
built anywhere, because it served a tiny insignificant use case.
To avoid losing all the code, I did my best in attempting to merge this
into the WindowlessEglApplication. But since, again, EGL isn't
really used on any Windows platform, I can't even say it builds
properly. Maybe not even the original code built.
Similar to the change done in Corrade, see the commit for details:
878624ac36
Wow, this is probably the most backwards-compatibility code I've ever
written. Can't wait until I can drop all that.
The GLES3 macOS CI build was added exactly because of this, but this
wasn't caught. Only now when I added a GLES3 macOS build for the
integration repos.
Such as telling people Sdl2Application is not available on Android, or
that EmscriptenApplication needs WITH_EMSCRIPTENAPPLICATION enabled in
order to be built and installed.
With blackjack and actually working properly on all platforms.
Seriously, did nobody ever try to use the vanilla version on Mac or MSYS
since it was added several years ago in CMake 3.7?