franky adds the base of his engine
franky gets the camera code running the way he wants to so that the camera can wonder around based on the arrow
franky adds code to initialize the camera to a certain rotation
-some code for tilt up/tilt down
-renable the grid rendering instead of the hardcoded draw cube
franky separate the folders so that the cpp are separate (private)
*a lot of unit tests have been added. this is now more of a normal test driven development
*the vertex buffer has been worked on
*shader have been worked on
*texture have been started
*exception handling has been added
*assert now use exceptions
*there's a new frame buffer class
*there's a new render buffer class
*this is all mostly just making them work
*the grid class has been remade so that it is not templated
*there's probably a lot more changes that i forgot
i will try to commit more often
*franky added eclipse project files
*franky added IL 3rd party stub
*Added libpng 3rd party stub
*image loading implementation for TGA and PNG
*added Framebuffer
*Renderbuffer
*Texture
*Texture resource manager
*Generice resource manager
*Viewport
*unit tests for all of thoses
franky adds the start for a tool that basically grabs different .cpp files, compile them with speicfic cflags and lflags and then run valgrind on it with a gen rule so that we can gather up a series of suppression files for our day to day use. an example is that if we link with sdl, there might be a bunhc of static initializations that take place and is not acting nicely with th ememory but we cannot fix that. so we must ignore it to have a readable valgrind log
franky adds the start for a series of example.
thopse guys are similar to tests but it is so that we can actually see whats going on with our rendering or if the test requires user interaction
the first one is texture mapping
(does not currently work well)
franky adds a module called AppLayer which is gonna be the interface between the engine and the application
it currently contains a RenderObject
franky updates some eclipse porject files
*add some valgrind options to the sconstruct
*add some extra error checking flags to the compile
*list all the projects that need to be parsed
*add some profiling code
*remove the cv code within the input library (decoupling)
*fix some warnings
*remove kinect code from within the renderer (decoupling)
*some code cleanup
*remove the devil code
*added some gl etxture loading code
*add some code to obtain the texture from vram
*add some code to save the texture to disk
*addition of a camera test
*improve the render object test
franky adds an  external tool that kills the current scons process
franky adds an option to specify a compiler and add the possibility to build with clang (untested)
franky renames OpenGLRenderer to simply GLRenderer
and start making an interface via the app layer
also added some code to make the GCLRenderObject to register automatically to the application which gives them a strong coupling. i am debating the decision. it is for interface purpose.

basic texture mapping has been highly commented out since it crashes.
a lot of broken stuff is in right now
franky adds a TODO list with a few things that we eventually need to do
franky adds a generic header for opencv so that we can preprocess some warnings out of it for clang
franky turns the buildscript into something that uses clang
and integrates it in eclipse
franky ports the codebase to clang
franky commits his eclipse project settings
franky changes the install directory from hardcoded to a variable
franky slightly touches up the basic texture code. the program still doesn't run