No backward compatibility issues should exist, as the class is in most
(if not all) cases used with unscoped name:
class MyShader: public AbstractShaderProgram {
public:
typedef Attribute<0, Vector3> Position;
// ...
};
In OpenGL ES this is implemented in EXT_multi_draw_arrays extension, if
it is not available, the functionality is emulated using sequence of
normal draw() calls.
Functionality provided by GL 3.3 and ARB_instanced_arrays, on ES2 this
is again implemented in three different extensions --
{ANGLE,EXT,NV}_instanced_arrays. They are disabled until Magnum has
proper extension loading on ES.
On desktop GL this is provided by ARB_draw_instanced (GL 3.1). Base
instance is available only on desktop GL (4.2, ARB_base_instance). In
ES2 the instanced functionality is provided by three (!) different
extensions (ANGLE_instanced_arrays, EXT_draw_instanced,
NV_draw_instanced), the proper implementation is chosen on context
creation based on what extension is available. Though we don't have
extension loader for ES yet, thus all these extensions are disabled and
the implementation has assertion in it.
Added blind test which tests only that something has been drawn and no
errors were emitted, but not whether the right command is used. I'll
probably need to check this later, because the Mesh::draw() behemoth is
going slightly out of hand :)
The only places where they aren't absolute are:
- when header is included from corresponding source file
- when including headers which are not part of final installation (e.g.
test-specific configuration, headers from Implementation/)
Everything what was in src/ is now in src/Corrade, everything from
src/Plugins is now in src/MagnumPlugins, everything from external/ is in
src/MagnumExternal. Added new CMakeLists.txt file and updated the other
ones for the moves, no other change was made. If MAGNUM_BUILD_DEPRECATED
is set, everything compiles and installs like previously except for the
plugins, which are now in MagnumPlugins and not in Magnum/Plugins.
* The light didn't catch camera transformation changes, so it was
returning wrong position for most of the time.
* The multiplication was in wrong order, it should be multiplied with
camera matrix from the left.
I need to find an solution for this, because now it is one redundant
matrix*vector multiplication per object per frame again.
This reverts commit 0443bbe286.
Conflicts:
src/Light.cpp
src/Test/LightTest.cpp
Object::setClean() now computes absolute transformation while traversing
through object parents and passes it as parameter to clean(), which is
now virtual a meant to be reimplemented instead of setClean().
Updated and greatly improved unit test.
Saves one matrix*vector multiplication per object per frame. The
position can be now Vector3 like before, because it won't be multiplied
with anything on draw call. Added unit test.
Removed functions at(), set() and add(), everything (and more) can be
now done using operator[]. Accessing matrix elements is now done through
column vectors, e.g.:
Matrix4 a;
a.at(row, col); // before
a[col][row]; // now
Note that because operator[] on Matrix returns column vector (there is
nothing like row vector), the parameter "order" is now swapped.
It was overengineered and unnecessarily complicated. Now the camera is
specified only in Scene::draw(), which eliminates all the needs for
recalculating absolute object transformations on each camera
transformation change. Absolute object transformation is now computed
relative to root object or relative to camera object passed as
parameter. Because of that it is now also possible to draw the scene
using multiple cameras at once.