Reformatted text, compile shader now returns true/false instead of throwing an exception, shouldn't be treated as an exceptional situation because the caller has no way to verify that the arguments are actually valid... now they do
Removing redundant files
Oooops, SharedPointer's not redundant
Factored out the common includes into a GraphicsCommon.h and defined a single time initialization function that will initialize glew (which may be removed i
in future but is fine for now...)
Removed the array from Shader and replaced it with a switch (much neater and faster, don't know why I used an array in the first place)
Added static IsSupported to return wether a certain shader type is supported by the hardware
ShaderProgram done even further
Added a CHECK_NOT macro
Graphics fixture added to create a dummy OpenGL context so that we can test graphics... (but relies on SFML, no way around it)
Added a TestShader class, I had to design it first (out of experiements) but can test it now
Added and removed files from the project...
Added more tests, "Shader::IsValid" now means "Shader::IsCompiled"
No more Shader::IsValid, replaced by Shader::IsCompiled which also gets the status directly from OpenGL (doesn't cache in an instance variable)