I don't know what's going on, nor I want to deal with this right now.
This matches the change they did to the Bullet package. In my opinion
this should not be needed at all, it should work correctly by default.
Fortunately it's just one crap package manager on a single shit platform.
Other (development) packages don't need this as they disable
makepkg-supplied buildflags altogether.
Co-authored-by: Konstantinos Chatzilygeroudis <costashatz@gmail.com>
This I like, a notification sufficiently in advance, that a certain
version of an image is deprecated. Not the whole OS version altogether,
not the platform as a whole.
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.
Interesting that neither GlxApplication nor XEglApplication was actually
built on the CI. Also test all EGL applications and contexts on GLX
builds as well, as those should work there too. For GLX on EGL builds
it's a different story.
Such as Emscripten or Android. The hypothetical use case is converting
shader files directly on an Android device to debug things, or having a
Node.js build of a scene/image converter for "portability".
Static plugins can be linked to these if Magnum is built together with
Magnum Plugins in a CMake superproject and the plugins are then linked
via the MAGNUM_*CONVERTER_STATIC_PLUGINS CMake variable.
The fontconverter and distanceconverter tools cause a CMake error on
Emscripten as it's not currently possible to access the GPU through a
command-line Node.js app. On Android they work though.
It compiles on GLES2 as well, but there it hits the massive PITA of
being unable to render to LUMINANXCE formats and GL_RED formats not
really being available everywhere.
I don't have the patience to fix that, and almost nobody needs to use
ES2 platforms nowadays, so this isn't really a priority.
Except the base GL and Vulkan one. Because usually the nondeprecated
builds needs the most iterations and any builds that run after it failed
are just wasting credits.
Currently contains just one very silly Phong->PBR conversion utility,
but eventually it'll provide tools for simplifying, merging and
deduplicating materials.