add phong lightning from hpicgs/cgsee
update terrain generator interface to use same sample rate in in both axis
add texture type layer to osg terrain

storing some uints as terrain type id
Merge branch 'master' into simple_shading

Add navigation member to game, pass to world.
Move shaders to world, add init, setUniforms.
fix shader for intel
set terrain type id via vertex attribute array in osg tile

Use SharedGeometryTechnique(osgTerrain::GeometryTechnique) to access terrain tile geometry.
Force creation of OpenGL geometry in generate()
move/rename shader

use folder "shader"
sensible terrain shader filename
remove all requestUpdate() calls from GodNavigation.

Because the frames are invoked by the game itself, it is not needed to call for extra frames while moving.
change gameloop to frame rate limited loop

* only draws if there is enough time or we are significantly behind
* sleeps if there is time left
creating areas with given biomesize, 4 different types
turn vsync off by default, use viewer reference in game
Merge pull request #8 from lanice/gameloop_enhancement

Gameloop enhancement
add shader reload feature (F5)
Merge remote-tracking branch 'origin/master' into simple_shading

Conflicts:
	src/game.cpp
	src/game.h
disable configuration of graphics context, as not working for some reason

maybe related to own shader?...
playing around with terrainId + lighting
delete obsolete worlddrawable + shader
add basic sphere shader, remove osg light sources
spheres now visible =)
fix normals: transform osg->OpenGL base