Because a MeshView might not be the best thing to have when you are
submitting a batch of thousand draws. It takes a strided array views to
allow for more flexibility, but can also detect if the input is already
contiguous and use it as-is.
UNFORTUNATELY the GL 1.0 legacy still continues to stink and so there
has to be a 64-bit-specific overload which is the *actual* variant that
doesn't allocate because glMultiDrawElements takes a `void**` for INDEX
OFFSETS and it's IN BYTES! Which foolish soul designed such a thing back
in the 1860s, I wonder. There's no reason to not have an index offset
in elements because all indices have to have the same type ANYWAY. And
yes, I wasted about three hours debugging driver crashes because I
THOUGHT this parameter takes offset in elements, not bytes.
Also note: on 32-bit platforms this depends on latest Corrade with the
CORRADE_TARGET_32BIT definition. Spent an embarrassing amount of time
wondering why all local builds but Emscripten work.
The multi-level APIs still don't check anything regarding level sizes
and order since for example *.ico has no restrictions at all. But the
rest (like non-zero size) is a restriction for all file formats I'm
aware of.
TgaImageConverter test had to be adapted, I expect a lot of breakages in
plugins tests as well. But user code should be fine I think. Also
reduced the rather excessive dimensions in AbstractImageConverterTest,
since the allocation requirement now made the default Emscripten heap
OOM.
Because::This::Is::Colon::Cancer. Also rename Cube to CubeMap and get
rid of the comment that said cube map images are six consecutive 2D
images. Now it's one 3D image instead because that makes more sense, in
the very rare case we'd need to have six different images again we could
probably add a CubeFace value or some such.
Interestingly enough, there were no docs whatsoever for image and scene
conversion, and neither it was mentioned what all scene data can be
imported. Sigh.
We have half-float vectors and matrices, so why not these as well. Not
sure for what all is the angle precision usable, but at the very least
it could be useful for compact meshlet occlusion cone / AABB
representation or rough animations.
This is already done for the AbstractImporter and the new
AbstractShaderConverter, as there's a common use case of checking just
the filename for input/output path or file type detection and then
delegating to the common implementation working directly on data.
Minor but very important convenience feature, especially useful when
dealing with command-line apps. This now works:
magnum-imageconverter a.png a.jpg -c jpegQuality=0.75
The AnyImageConverter gets the jpegQuality option and then
automatically propagates it to the concrete plugin (which is either
JpegImageConverter or StbImageConverter), possibly warning in case the
target plugin doesn't recognize given option (i.e., doesn't list it in
its default configuration). Previously the user had to always specify a
concrete converter implementation using -C, which was rather annoying
and nonintuitive.
In cases when specular highlights are not desired, results in 30%
speedup (on Intel) and ~25% speedup on AMD, compared to setting the
specular color to transparent black.
Testing was easy thanks to already having a ground truth image for this
case.
I just put this aside when I discovered the error, thinking it was a
Mesa bug. Now that ARM Mali yelled about the same, I realized it wasn't
just Mesa.
Note to self: Mesa has no bugs. Can you just finally accept that?!
First and foremost I need to expand the interface to support 3D
image conversion. But the interface was not great to begin with, so this
takes the opportunity of an API break and does several things:
* The `export*()` names were rather strange and I don't even remember
why I chose that name (maybe because at first I wanted to have an
"exporter" API as a counterpart to importers?)
* In addition, there was no way to convert a compressed image to a
compressed image (or to an uncompressed image) and adding the two
missing variants would be a lot of combinations. So instead the new
convert() returns an ImageData, which can be both, and thus also
allows the converters to produce compressed or uncompressed output
based on some runtime setting, without having to implement two
(four?) separate functions for that and requiring users to know
beforehand what type of an image will be created.
* The ImageConverterFeature enum was named in a really strange way as
well, with ConvertCompressedImage meaning "convert to a compressed
image" while "ConvertCompressedData" instead meant "convert a
compressed image to a data". Utter chaos. It also all implied 2D and
on the other hand had a redundant `Image` in the name, so I went and
remade the whole thing. As mentioned above, two of the enums now mean
the same thing, and are both replaced with Convert2D.
* Finally, similarly as changes elsewhere, I took this opportunity to
get rid of std::string in the convertToFile() APIs.