[engine]Issue #11: No logic change. some types correction and method name as per code standard
[engine][DirectX]Issue #11: Add planes normalizing.
[engine]Small modification for plane print method
[engine][OpenGL]Frustrum culling setup code:
1. Cache world->view matrix  (camera matrix) correctly every time it's changed
2. Cache model->world matrix every time it's changed, per object basis
3. Recalculate frustrum every time an object is rendered. This can be optimized
4. Reimplement private method to transform vertices from model coords to world coords
[engine][OpenGL]Issue #11: Remove a logging line
[engine]Issue #11: Fix sleeping bug in code: Math for frustrum culling logic
was wrong in signed distance comparison. This was not affected because all signs of planes positions for
frustrum were inverted. Fixed it. Now it's formally calulated as here:http://zach.in.tu-clausthal.de/teaching/cg_literatur/lighthouse3d_view_frustum_culling/index.html
[engine][DirectX]Fix sleeping bug in DirectX frustrum planes calculation. Done formally as here: http://www8.cs.umu.se/kurser/5DV051/HT12/lab/plane_extraction.pdf And in OpenGL is as that address too.
[engine][OpenGL]Issue #11: Frustrum culling for plain surface rendering
Merge branch 'master' of https://github.com/DarthMike/indielib-crossplatform