. Added larger support for UAVs in Texture2D and Texture3D
. Created a file specifically for StructuredBuffers
. Refactored a few things
. Added support for MemoryMappedFiles
 => These babies help me to tweak parameters in real time from a C# application (or any application actually)
. Rewrote entirely the sky table pre-computation process as a state machine
 => It's now done by compute shaders (hence the need for UAVs)
 => Now we should be able to update it nicely by configuring the amount of 16x16 pixels blocks we allow to compute each frame for each stage, depending on the time we have
 => Still requires a good deal of profiling for each stage to measure the time each block takes for each pass...