I was trying to draw my own things in OpenGL, but the dock space was
completely hiding it. I couldn't debug it because I was actually
ending up with a 2.1 context. I'm not certain either of these changes
are good.
This proved to be more involved than I thought it would be, thanks to
my distaste in OpenGL loaders. I decided on galogen, which is now
built and executed during comptime in order to generate the GL
headers.
It doesn't yet pull the latest Khronos spec. I can add that once I add
a CURL module, which I thought I was going to need anyways.
The OpenGL code itself isn't yet doing much.
* GameLibTests.cake serves as a platform-independent way to test all
the various modules. They all are built in the same instance of
cakelisp, which makes it easier to instrument
* Fix old model references in SDLOgreApp and OgreApp
* OgreApp now closes on its own while I'm waiting on implementing
input support
* SDLOgreApp and OgreApp now have lighting
* Aubio test no longer leaks memory
* AutoTest now prints which tests it is performing, and stops as soon
as a test fails
* Converted all (block) to (scope)
* Got rid of GameLibMacros.cake in favor of moving its function to
CHelpers.cake (requires cakelisp update)
* Automatically clone cakelisp for test/ if necessary
* ImGui.cake only really functions for AutoTest.cake currently. I've
got more work to do to make it usable in another project
Users should only need to manually add gamelib and Cakelisp, then
Dependencies.cake will automatically add dependencies as they are
imported by the project.
This was a decent way to test relative dependencies for future
projects. It isn't necessarily pretty, but it mostly works.
Tracy may not work well because the add-cpp-module-dependency tries to
resolve TracyClient.cpp before the pre-build tracy clone has
executed. This will need to be fixed in Cakelisp. A workaround is
commenting that dependency, letting tracy get cloned, then
uncommenting it for the second build.