The documentation of ARB_invalidate_subdata mentions that all the
functions are really just a hint for the implementation to make some
performance optimizations and they are not affecting behavior at all. So
it's perfectly fine to do nothing if the extension is not supported.
I didn't do this originally as I mistakenly thought that invalidating
depth buffer would somehow behave the same as clearing it, but that's
not the case.
Otherwise my NVidia emits GL_INVALID_VALUE with message "that <object>
is not valid object", which isn't in the specs. I hate this "deferred
everything" approach in GL. Is this even legal optimization?
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 :)
Only one value from these two was used in the end, wasting precious
bytes. Also these two values were used to differentiate between indexed
and non-indexed mesh (instead of relying on actual index buffer being
bound), which was very confusing. This approach looks more clean. The
MeshView class is not yet updated, as the change would expose some
features that aren't possible in current implementation (base vertex
specification).
Merged Mesh::setVertexCount() and Mesh::setIndexCount() into one
Mesh::setCount(), the two original functions are now guarded aliases to
the new one, are marked as deprecated and will be removed in future
release, similarly for the getters.
In particular, if the mesh is indexed, setVertexCount() does nothing and
vertexCount() returns 0. The setIndexCount() and indexCount() do and
return the same regardless of whether the mesh is indexed or not.
With ARB_multi_bind it is needed to associate the texture with some
target before calling glBindTextures(), otherwise the texture is
treated as invalid.
In all other places (e.g. Math, SceneGraph), SomeClass<T>::Type is
always T. I spent twenty minutes figuring out what went wrong, so better
have this consistent.
Also update the test to check for these, as they apparently were tested
only indirectly through the MeshGLTest.
Previously the API didn't encourage the user to set up and activate
shader before drawing the meshes, leading to unintuitive behavior:
// Can I just call draw() or do I have to fully understand the
// meaning of the universe before?
mesh.draw();
Now the draw() needs the shader passed explicitly as parameter, which
should hint that the shader must be set up somehow:
// Right, so this needs just a shader and that's all. Expecting this
// I fortunately *did* configure all the uniforms before this call.
mesh.draw(shader);
It is also possible to pass the shader as rvalue, in case the drawing is
just a one-off thing and is already fully configured.
mesh.draw(MyShader{});
As usual, the original API is kept, is marked as deprecated and will be
removed in some future release.