Starting to implement lighting, chaing the architecture a lot.
Update to lighting experiment.
tagged the WVP constant buffer with a register index
Fixed stupid issue with weird geometry draws.

I wasn't setting the stride in the Draw function based on the size of
the new vertex type, it was still using the old PosCol one.
Implemented per vertex diffuse lighting from a directional light.
Implemented camera pitching.
Moved the diffuse lighting stuff to the pixel shader.

I was originally having a bug where the pixel shader wasn't getting
correct data from the constant buffers, because I forgot to bind them to
the PS stage.
Started adding texturing.
Added another box with a new texture and moved the initial camera a bit.
no idea.
Added texture coordinate vertex buffer to address crappy texture issues.
updates to input layout for separate vertex buffers.
no idea
Adjusted some sampling stuff.

those weird wavy artifacts were being caused because I hadn't set the
MinLOD and MaxLOD for teh sampler object I was using.
Added a light manager. Directional light now rotates.
Material class
reorganization.
Adding asset imports
Adding a model class
Had to change the format I was setting the input format with. was using shorts, needed ints...