set BasicMaterial.diffuseColor to be Object in order to accept both uint and Vector4 color values
fix Mesh.computedVisibility to take material and material.effect availability into account: mesh without material/effect are now considered as hidden
set default value of ParserOptions.material to be a BasicMaterial
fix coding style
Merge remote branch 'origin/dev' into dev
Merge remote-tracking branch 'origin/dev' into dev
optimize TransformController.updateLocalToWorld() to stop updating as soon as the node with id == targetNodeId is updated (if provided)
Merge remote-tracking branch 'github-aerys/dev' into dev
remove duplicate definition of Camera.project() and set the tmp Vector4 as a private static const
fix coding style
add PhongProperties.NORMAL_MAP_FORMAT to bring support for ATF normal maps and refactor property names for normal map filtering/mipmapping
add public properties normalMapFiltering, normalMapMipMapping and normalMapFormat to PhongMaterial
rename TextureResource.samplerFormat to TextureResource.format
add the TextureResource.mipMapping property
add ITextureResource.mipMapping and ITextureResource.format properties and actually use the mipMapping property in CubeTextureResource
add filtering, mipMapping, wrapping and format properties for the environment map
add filtering, mipMapping, wrapping and format properties for the environment map to RealisticMaterial
refactor BasicProperties.DIFFUSE_FILTERING into BasicProperties.DIFFUSE_MAP_FILTERING for consistency
refactor BasicProperties.DIFFUSE_MIPMAPPING into BasicProperties.DIFFUSE_MAP_MIPMAPPING for consistency and fix string values
refactor BasicProperties.DIFFUSE_WRAPPING into BasicProperties.DIFFUSE_MAP_WRAPPING for consistency