It should be input first, output second, like with all other APIs. I
remember I was trying something else here, but that didn't really make
sense in the end. Also took that opportunity to get rid of one
std::string.
The original signature is a deprecated alias to the new one and will be
removed in a future release.
Its only use was for specifying N-dimensional SamplerWrapping because,
compared to a Math::Vector, it had an implicit constructor from a single
value (whereas the Vector has it explicit). I solved that by simply
adding a few single-value overloads where it mattered. There, done. No
need for this weird thing and confusion with Containers::Array anymore.
All places that used it now use Math::VectorN<SamplerWrapping>, but the
class is still included for backwards compatibility purposes, together
with providing implicit conversion from and to a Vector.
There will be Flag::FlipY for images at some point, enabled by default
for compatibility with existing GL code, and so it makes sense to start
discouraging setFlags() as early as possible to avoid people resetting
the default by accident.
Also update the imageconverter, sceneconverter and shaderconverter utils
to use these instead of setFlags().
If it's ignored, a warning is printed to catch accidents, but not an
error since it should be possible to just append --info to existing
command line to see what the input is about.
Apparently "pixel size" could have meant "image size in pixels" as well.
Additionally also clarify what image size means, since it might be
unclear especially for the block-compressed images.
The 5000-line monster took 3.3 second and over 320 MB to compile. While
that may be fine for other projects, that's completely unacceptable here
-- and it seems that this one test is the cause for most of the recent
OOM issues on the CI.
Moreover, I'll be expanding MaterialData with thinfilm, sheen and other
properties that got recently added to glTF and expanding a single test
file with those simply wouldn't scale anymore.
Those were initially implemented and documented when I thought glTF
uses a full cone angle, and I forgot to update them once I discovered
glTF has a half-angle. This is thus now consistent with glTF defaults
again.
Otherwise the attenuation would explode to infinity at distance < 1,
which doesn't make any sense. This, together with the square of the
nominator, is different from the recommended glTF attenuation in
KHR_lights_punctial, but because I couldn't find any relevant discussion
on the equation used there, I'll assume it's just wrong.
Sigh.
Makes more sense as the function isn't expected to fail (and thus any
kind of lazy population is not possible as it would be too late for
error checks anyway).
*Not* updating interface strings even though this is an ABI break
because we're doing that right after the skin import interface bump.
The new materials now commonly import separate per-texture matrices
instead of a single one even if they're all the same because that makes
the plugin implementation *much* simpler. However, existing code that
assumes there's just one matrix would get broken because textureMatrix()
would not return something else. By changing that to return a common
matrix if present and falling back to the global one we can preserve the
original behavior.