To perform conversion of an already-indexed TriangleStrip to Triangles,
for example, without having to perform an expensive deindexing using
duplicate() first.
To be consistent with what the generate*Indices() APIs expect -- it
doesn't make sense for this API to silently round down while the other
would fail for the same input. In particular, the primitiveCount() may
be used to calculate allocation size for an array to pass to
generate*IndicesInto(), and thus it should use the same rules.
The restriction didn't make sense. Disallowing 1 input vertex for lines
or 1/2 input vertices for triangles sure, but 0 vertices should work as
the expected behavior is obvious.
Before it was checked only inside generate*IndicesInto() the function
delegates to, which was too late as the arrays would be allocated with
an insanely high size at that point.
The array size is always last, defaulting to 0. This makes it consistent
with the offset-only constructor and removes two unnecessary overloads.
It's a breaking change, but I don't think array attributes have many
users yet -- and better to do this now than later. In any case, sorry
about breaking your code.
While 27f6cc309d made it easier to create
references to attribute-less meshes by avoiding a branch on
attributeCount() (and then using a constructor with explicit vertex
count), code still had to branch on isIndexed() because indices() could
be called only on indexed meshes. This change allows code like
Trade::MeshData reference{data.primitive(),
{}, data.indexData(), Trade::MeshIndexData{data.indices()},
{}, data.vertexData(), Trade::meshAttributeDataNonOwningArray(data.attributeData()),
data.vertexCount()};
which works correctly for all cases and doesn't introduce extra branches
and code paths that would need to be tested. While definitely better, I
might still give up at some point and introduce some
Trade::MeshData::nonOwningImmutableReference() helper for this.