add very rudimentary texturing (with thanks to stb_image.c, props to Sean)
give proper credits to at least a few people
separate shader loading into something that doesn't make you want to gauge your eyes out
start using layout (GL_ARB_explicit_attrib_location) for vertex attributes
shaders: code formatting
separated the scaffolding and rendering a bit better
slightly cleaner syntax
visible HUD quad rendering...
split out object rendering even more, now 3D objects and the GUI fit in the same render call, it's starting to look a tiny bit like an engine. Also added the math functions from BlendELF (fixed a lot of precision warnings in those, mostly changig acos -> acosf and things like that, should help with caching behaviour). Next up for math is adding the restrict keyword in every possible place for mad gains (maybe...)
enable MSAA (multisampling anti-aliasing)
benchmark matrix multiplication
made benchmark nicer for non-AVX testing
yay, rotating cube... which looks ugly and doesn't perform well. Did manage to squeeze UBO's and other things in there, refactoring needed though
add some manipulations of the rotation, translation, et cetera matrix, just for testing. Also add a timer uniform that shaders can tap into for some neat effects. Should probably make that part of a UBO (uniform buffer object), even though that would waste quite a bit of memory...