Initial version of the next generation screensaver
Improved timing (slow revolution rate at 25 fps)
* Automatic video mode selection

* Beautified rendering (AA enabled, smoothing, slightly more fog)
* Fullscreen by default
More visual improvements

* Added alpha blending for properly anti-aliased points (rather than bulky squares)
* Fixed a bug in star_marker(). Now size matters :-)
* Removed superfluous code
Added detailed graphics feature control!

* All features can now be toggled independently (using keys: s, c, o, p, x, r, g, a, i)
* Changed globe colors to grey instead of yellow (very stylish, separates from constellations)
* Default to fullscreen only when not debugging
Improved observatory rendering

* changed to using LINE_STRIPS instead of single LINEs
* added arm joint vertices to improve their appearance
Improved Makefile

* new debug and release targets
* added warnings and optimizations
* explicit dynamic/static linking
Code clean-up due to compiler warnings
Added window resize capability and mouse cursor hiding
Introducting FTGL for font rendering

* There seems to be now real alternative to FTGL
* OpenGL doesn't provide for integrated font handling
* SDL_TTF also uses libfreetype (as FTGL). Maybe SDL 1.3 will do better?
* Other libs are not as versatile

Note: the current commit tries to use nice 3D vector fonts (polygon, extruded, outlines, textured) for efficient rendering.
Therefore any viewport transformation (gluLookAt) has to be reversed in case one wants text to be stationary (logo, BOINC data).
Although the initial translation back to the origin and the final translation to the desired, stationary position work fine, the
combined rotations in between do *not*. Single reverse rotations around (x and z) or (y and z) work fine, however all three axes
combined still don't work due to some matrix multiplication issue - is the order of rotations really important when one rotates
around the origin? If so, which is correct (how does gluLookAt work?)? Is there any other way to reverse gluLookAt's transformations
(matrix inversion?) Help needed...

Thus, this is just an premlimary commit just to store the idea...
Introducing two new features

* l-key displays a "logo" (for the time being only text)
* i-key displays project and search information (for the time being just a mockup)

Note:
The FTGL-based 2D rasterized text display consumes quite some CPU power compared
to 3D vectorized text (see last commit) which is computed by the GPU. Displaying
both, logo and info, CPU consumption rose from ~3% to ~20% on my PC.
Another reason to render everything in 3D...

Fixes:
* mouse cursor now correctly invisible in inital release mode display (fullscreen)
Code cleanup

* don't clean when building debug version
* don't enable FSAA by default :-)
* enable globe by default
* GL_POINT_SMOOTH is already set in init
SDL_HWSURFACE doesn't improve things in our case
Added valgrind support

* Specific make targets "memcheck" and "callgrind"
* Target automatically execute valgrind (over ten render iterations)
Added view control features (using mouse moves)

* Moving while holding LEFT button rotates the sphere
* Moving while holding RIGHT button zooms the sphere
* Further removed obsolete code
Makefile finally seems to work fine (static linking everything but GL and GLU)
Added default target (release)
Added the "Open Resource Compiler" subproject
Improved/fixed output format

* Added the total number of resources as first index element
* Constants have to be declared "extern"
Added classes for resource management

* Resource (represents a single resource incl. its data)
* ResourceFactory (caches ORC resources and instantiates Resource objects)