It prevents unwanted implicit conversions from e.g. nullptr to Camera,
Vector2 to Physics::Point etc. By making all the constructors explicit
it is easier to routinely add the keyword to all new classes instead of
thinking about cases when to add and when not to.
Buffered* hinted that it has something to do with caching, streaming or
whatever. "Buffer texture" is now also consistent with naming in
specification.
It is now ambiguous whether data passed as `std::int8_t` are of
Type::Byte, Type::ByteInteger or whatnot. The user now must explicitly
specify both format and type.
Thanks to DimensionTraits it is now possible to e.g. conveniently access
components by name or pass size as combination of vector and scalar:
GLsizei width = image.size().x();
image.setData({xy, 1}, ...);
Instead of previous inconvenient ways:
GLsizei width = image.size()[0];
Math::Vector2<GLsizei> size(xy, 1);
image.setData(size, ...);
Not using the specialized type for internal functions and storage, as it
wouldn't cause any other improvements. This way it is virtually possible
to forward-declare the specialized types without including them in the
headers.
Vector4 doesn't set W component to one by default anymore, this is now
handled by Point*D itself. This finally allows creating of 2D primitives
and 2D position vectors without messing explicitly with Z = 1.
All classes which should use Point instead of Vector were updated to use
Point instead.
Magnum.h now doesn't include anything except OpenGL headers, thus
changes in Math library don't trigger recompilation of everything, but
only of things really depending on it.
Math constants moved to separate file for similar reasons, de-inlined
some functions to remove the need for some #includes.
Sometimes something needs to modify the data (in similar way it modifies
e.g. MeshData) and there is no reason to forbid that, as the data must
be non-const for delete[] operator anyway. There might be slight problem
with ImageWrapper, which should be able to wrap const data, but
currently nothing needs it.
Some functions need to return "invalid ID", which in case of size_t
cannot be -1.
Also the plugins should behave the same in 32/64bit systems, so the type
should be the same for both.
Reusing macros MAGNUM_EXPORT and friends already used for Windows
builds. For exported classes added MAGNUM_LOCAL to private members which
are not referenced from any inline function. Added explicit
MAGNUM_EXPORT to private members which are referenced. CMake provides
its own macro <target>_EXPORTS, using that instead of
set_target_properties().
Long-standing TODO. It is better to have size first, because it is more
significant than type (e.g. because there are Vector4<T> specializations
and not VectorT<4> specializations). It is also IMHO easier for user to
distinguish/read the type than before:
Vector<float, 4> -> Vector4<float> // before
Vector<4, float> -> Vector4<float> // now
* Framebuffer related functions moved to Framebuffer class, thus
simplifying the data setting functions - removed setDimensions(),
more flexible setData() function.
* Allow to set data with explicit format specification, reorganized
function parameters to make these two setData() more similar.
* Now using new AbstractType::ComponentType enum instead of basic Type,
updated TypeTraits to return the new enum from imageType() function.
Checking whether given type can be used for mesh indices or image data
was always done like this, because it was also needed to get OpenGL type
ID for the type:
TypeTraits<typename TypeTraits<T>::IndexType>::glType()
This was cumbersome, now the check is done using function, which
returns the OpenGL type ID directly:
TypeTraits<T>::indexType()
Also replaced TextureType with imageType() and renamed glType() to just
type().