Initial directory structure.

git-svn-id: https://clustergl2.googlecode.com/svn/trunk@1 31f12aec-1f03-11de-a108-cd2f117ce590
Uploading from previous SVN.


git-svn-id: https://clustergl2.googlecode.com/svn/trunk@2 31f12aec-1f03-11de-a108-cd2f117ce590
Made a trivial change to test commit access on google code


git-svn-id: https://clustergl2.googlecode.com/svn/trunk@3 31f12aec-1f03-11de-a108-cd2f117ce590


git-svn-id: https://clustergl2.googlecode.com/svn/trunk@4 31f12aec-1f03-11de-a108-cd2f117ce590


git-svn-id: https://clustergl2.googlecode.com/svn/trunk@5 31f12aec-1f03-11de-a108-cd2f117ce590
Added ability to send only deltas, still need to add sync so that server 
does not get behind

There is some unused code that was there to implement multicast but does 
not work


git-svn-id: https://clustergl2.googlecode.com/svn/trunk@6 31f12aec-1f03-11de-a108-cd2f117ce590
Sync's every 100 frames, this value could be set to a more apropriate value after testing.
Also added the ability to use an offset


git-svn-id: https://clustergl2.googlecode.com/svn/trunk@7 31f12aec-1f03-11de-a108-cd2f117ce590
Added ability to set offest, and now it auto detects the screen size(Still set the desired resolution of Output), also added a define that disables some commands and makes it able to compile on Symphony(OpenGL v1.4)

git-svn-id: https://clustergl2.googlecode.com/svn/trunk@8 31f12aec-1f03-11de-a108-cd2f117ce590
Added ability to calculate the ammount of bytes sent out from the renderer. Also removed all the Multicast code as it was not working and ugly ugly code

git-svn-id: https://clustergl2.googlecode.com/svn/trunk@9 31f12aec-1f03-11de-a108-cd2f117ce590
If there is no window manager it resizes the orignal app to a 1x1 pixel window

git-svn-id: https://clustergl2.googlecode.com/svn/trunk@10 31f12aec-1f03-11de-a108-cd2f117ce590
Changed glScissor to use scaled values so that part of a view is not cut off when glViewPort is enlarged

git-svn-id: https://clustergl2.googlecode.com/svn/trunk@11 31f12aec-1f03-11de-a108-cd2f117ce590
pixel shaders, compression and libconfuse

git-svn-id: https://clustergl2.googlecode.com/svn/trunk@12 31f12aec-1f03-11de-a108-cd2f117ce590
pixel shader


git-svn-id: https://clustergl2.googlecode.com/svn/trunk@13 31f12aec-1f03-11de-a108-cd2f117ce590
Compress module


git-svn-id: https://clustergl2.googlecode.com/svn/trunk@14 31f12aec-1f03-11de-a108-cd2f117ce590
stuff compiles better


git-svn-id: https://clustergl2.googlecode.com/svn/trunk@15 31f12aec-1f03-11de-a108-cd2f117ce590
glviewport now used glfrustum instead, which gets rid of 8192 limitation. Calculations only work for 4 windows, not SYMPHONY's 20 screens

git-svn-id: https://clustergl2.googlecode.com/svn/trunk@16 31f12aec-1f03-11de-a108-cd2f117ce590
added lesson16 Nehe Tutorial to test, uses lighting/fog


git-svn-id: https://clustergl2.googlecode.com/svn/trunk@17 31f12aec-1f03-11de-a108-cd2f117ce590
script to run 5 clusterGL programs at once

git-svn-id: https://clustergl2.googlecode.com/svn/trunk@18 31f12aec-1f03-11de-a108-cd2f117ce590
corrected glFrustum calculation, using correct aspect ratio

git-svn-id: https://clustergl2.googlecode.com/svn/trunk@19 31f12aec-1f03-11de-a108-cd2f117ce590
revised glfrustum, which takes into account the gaps between screens

git-svn-id: https://clustergl2.googlecode.com/svn/trunk@20 31f12aec-1f03-11de-a108-cd2f117ce590