Subdivision of models into parts to help matching, looking better on original and medium quality models, but still blows up on high quality. Can be improved with modeling with ticket I added earlier today. Also added division of "problem" triangles, but I need to play with this more to determine the best way to decide which triangles to divide. I still need to spend some more time on the quadtree mapping code (currently not being used). More to come, and I also promise I will document all of the code, I just haven't gotten to it, but I will. I will address the quadtree mapping next, as well as I need to come up with a better way of breaking matching ties, which occur extremely frequently (and usually there are many many matches for the same triangle) in the high quality models.

I hope to also look over the shader files to see if I can get in there some more interesting movement functions as well as the ability to take in parametric equations for the morphing.
Merge branch 'master' of https://github.com/UMLComputerGraphics/GraphicsProject
Getting new morphing stuff in. Shouldnt conflict with anyone elses stuff
Changes to how distance is calculated, removing sqrt based on suggestion several morphing approaches I've read.