Looking at the snippets, these seem to have been written back when there
was no builtin shaders yet, it seems, not to mention
MeshTools::compile(), Trade::MeshData or any of the other high-level
APIs. Rather overwhelming to just throw huge code snippets at the user,
explaining a workflow with a custom-made mesh that's going to be drawn
with a custom-made shader, which is like level 999 of using the GL
library.
Should make new things more discoverable, avoid confusion when a
documented API isn't there and reduce the need for maintaining multiple
separate versions of the docs.
Instead make use of the ArrayView STL compatibility. To avoid breaking
almost all existing code the Corrade/Containers/ArrayViewStl.h header is
included implicitly when MAGNUM_BUILD_DEPRECATED is defined, but this
will get removed in some future release to speed up the compilation.
Deprecated for 2018.04, it's been almost a year since. Whoever is using
Magnum regularly updated already, and who not can always upgrade
gradually (2018.02, 2018.04, 2018.10, 2019.01 etc.).
Calling map<void>() was trying to instantiate ArrayView<void> through
arrayCast<void>(), which is not possible (void has no size etc etc.).
Casting the returned pointer directly instead. Thanks to @AndySomogyi
for pointing this out.
At the moment just the GL library itself w/o the tests, and without
backwards compatibility aliases. The following types were left in the
root namespace, despite being in the GL/ directory, as they will get
moved back soon:
* Image, CompressedImage and their dimensional typedefs
* ImageView, CompressedImageView and their dimensional typedefs
* PixelStorage
Not PixelFormat etc., that one will stay in the GL namespace and a
completely new PixelFormat enum will be provided in the root namespace.
Minimal updates (just the include guards) so Git is hopefully able to
detect the rename and track the history properly.
Everything except Magnum::GL doesn't compile now.