I realized those are too annoying when writing a glTF exporter which
contains a lot of switches over enums. And as further shown by the diff,
those were only inflicting additional pain in *all* switch statements,
nothing else, no other added value. And everywhere else the helpers are
the designated way to deal with those, so there's no point in having an
explicit enum value denoting start of a "custom range".
It wasn't even any convenient to have it in the enum, as the extra
effort needed for casting actually made it *exactly* the same length as
if I'd just use a separately-defined constant.
As it's expected that there's a lot of objects, this prints just a
compact two-line info for each -- reference count, name and a list of
fields, with [n] in case a field is repeated. The field types are listed
in SceneData.
Field contents don't seem to be that important in this case (compared to
knowing which meshes/.. are referenced and how much, which is quite
essential) and would bloat the output a lot. I might add this as some
verbose option eventually, if needed, but I don't think it will be.
Because the uncolored overly verbose output was ridicilously ugly and
hard to navigate for larger scenes. Like with TestSuite executables,
there's a --color option that defaults to automatic coloring based on
whether printing to a TTY and can be both explicitly enabled and
disabled.
It limits the support for CMake 3.12+, but it's much less verbose and I
don't expect people to use ancient CMake versions with IDEs like Xcode
or VS anyway, so this should be fine.
We don't have a string-to-int API that can take non-null-terminated
string views yet, but we have this. And that's a much better fit in this
case.
This stripped further 4 kB off the release binary size (178 kB before,
158 after). Fully inlined STL containers and algorithms are a very good
idea, yes.
What a stupid idea, cuz now it's impossible to know which attribute has
which ID, so using --only-attributes is just a total guesswork,
resulting in meshes that have no positions or other nightmare scenarios.
NOT a good idea, past mosra.
By the way, removing the std::sort() stripped 16 kB off the release
binary size (178 kB before, 162 after). Fancy, C++, very fancy.
This is not something the classic GPU vertex pipeline can handle
(except maybe Vulkan, which can handle zero strides for instanced
attributes?), but useful for other scenarios. This means existing code
needs to be aware of and handle the new corner case.
Highly experimental and very assert-y, as it doesn't handle mesh
primitive / attribute type incompatibility or conversion of
loops/strips/fans to indexed meshes yet.
Should have been done in f10d74041b
already, but somehow I failed to test for this case -- if there are no
scenes (materials/textures), it doesn't make sense to print reference
count for cameras/meshes/lights (textures/images).
No functional change, just splitting them to two separate headers and
two separate tests. These will eventually become public SceneTools
APIs... once I figure out better naming.
Probably a leftover from when these dependencies were handled in a
much shittier way? For as long as I remember, enabling WITH_GL_INFO
always enabled WITH_GL and WITH_WINDOWLESSWHATEVERAPPLICATION
implicitly.