Most notably, we need to actually fix a bug in MSVC that doesn't know how to properly instantiate
enums in partial template specialization. There are more details outlined here:
http://stackoverflow.com/questions/15466594/why-does-msvc-fail-to-compile-this-template-function
The fix in this commit closes#10
Also in this commit is a hacky way to allow GL defines. Apparently "LoadImage" is defined as a
macro even with WIN32_LEAN_AND_MEAN. This means that we have to #undef the code that includes
it, meaning that we also need to make sure not to actually mix GLDefines.h with any file that needs
to use the functions from Windows.h
Start with small tests to make sure that integer sequence encoding is working the way
that it needs to. Ideally there will be many more tests here, but for now we are trying
to get ASTC decompression working and testing is not a priority.
Fixed the notion that the CEM data was right after the first six bits
after the partition mode. It's actually right before the texel weight
data. Still not sure whether or not the texel weights are read in
the opposite order from the color data...
Also, added some preliminary integer sequence decoding. This will need
to be tested before we actually figure out if we did it correctly or not...
Instead of using operator() to index into the second operand of the
VectorAddition function, use operator[]. This way we can add to pointers
and std::vector types as well.
In general, we want the scalar division of vectors and matrices to
have the matrix come first and the scalar come second. It doesn't make
sense to divide a scalar by a vector or to divide a matrix by a vector,
so these should now produce errors at compile time.
Also, make sure to add additional types that can be multiplied together
using the * operator. If we multiply two vectors together, that's a dot
product. The size restrictions should be enforced at compile time by the
template parameters for VectorBase<T, N>::Dot
In this way, we can support vector/matrix multiplication by retaining the
* operator as well.