fix uninitialized values in OpenGLES2Context


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Merge branch 'master' of aerys.in:minko-cpp


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added -Wno-narrowing compilation flag to the linux configuration of the minko-bullet plugin to avoid numeric type conversion warning from bullet sources


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removed glcpp-parse.y because premake-generated Makefile would try to call yacc on it and we found no other way to avoid it


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refactored some macro binding names for consistency


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refactored renderingComponent into renderer


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refactor and simplify binding systems and handle macro binding in a simpler way; macro bindings will now have the following behavior:
- if the bound property exists and is typped as (or is implicitely convertible to) an int, a #define will be created with the binding name as the macro name and the integer binding property value as its value, ex:

assuming the "foo.bar" property is:
- available in the node or the root data::Container
- and typped as or convertible to an int
the following macro binding declaration:

macroBindings {
  "FOO_BAR" : "foo.bar"
}

the following macro will be added at shader-compile time (assuming the value of the "foo.bar" stored in the data::Container is 42):

define FOO_BAR 42

- otherwise, a #define will be created with the binding name as the macro name and and whether the property actually exists or not as a value, ex:

assuming the "foo.bar" property is not typped as or convertible to an int, the following macro will be added at shader-compile time if the property exists:

define FOO_BAR true

or if the property does not exists:

define FOO_BAR false

This way, working with macroBindings one can use int typped data::Container properties in the shader at compile time to perform fixed loops, and switches.


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fix examples premake files postbuild commands to copy assets in the target dir instead of each project root dir


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init ArrayProvider::_index to 0


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DirectionalLight now extends AbstractLight


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remove OpenGLES2Context::_glslOptimizer member and use a local variable in OpenGLES2Context::setShaderSource() instead to fix invalid memory read/write detected by valgrind


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remove dead code


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fix coding style


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add DirectionalLight struct


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add Phong.effect with first implementation for multiple-lights phong lighting


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make AbstractRootDataComponent::_data private and add a protected getter
add new AbstractRootDataComponent constructor to take an already instanciated data::Provider
use this new constructor in AbstractLight passing a data::ArrayProvider instead of a simple data::Provider


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fix coding style


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remove debug console output


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fixed Matrix4x4::transform()


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sampler state now expect the "filter" field to set the texture filtering mode


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