Add support for Retina display and AR device camera under cocos2d 2.x.

Correct viewport for Retina under cocos2d 2.x. Add augmented reality device camera
view behind controller view under cocos2d 2.x. Use AVFoundation framework to display
device camera instead of UIImagePickerController. Adjust CCNode scaling when
displaying 2D components in 3D scene.
Add Mac OSX mouse event support and autosizing.

Add Mac OSX mouse event support to CC3Layer and Joystick control.
CC3Layer autosizes to fill window when window is resized.
Add point sprites for OGL under OSX.

Add point sprites for OGL under OSX. Add "#version 120" to OGL prefix to support
compilation to GLSL 1.2. Extract and log GLSL platform info. Add mouse events to
CC3DemoMashUp HUDLayer.
Add CC3GLTexture class cluster to represent loaded textures.

Add CC3GLTexture class cluster to represent loaded textures. Replace instance
of CC3Texture2D in CC3Texture with CC3GLTexture instance. CC3GLTexture instances
are cached to avoid duplicate loading. Add texture methods to CC3OpenGL class
cluster.
Fixes to CC3PODLight.

Interpret GL position of directional POD lights the same way as PVRShaman.
Extract spot exponent from POD file lights.
Texturing using targets.

Add texturing to targets other than GL_TEXTURE_2D.
Add cube-map texture loading to CC3Texture & CC3GLTextureCube.

Add cube-map texture loading to CC3Texture & CC3GLTextureCube. Add ability to mix
standard GLSL variable names with effect-defined variable names in shaders loaded
via a PFX effects file. Add cube-map texture to reflective teapot and skybox in
CC3DemoMashUp. Fix iOS 4.0 runtime issue in CC3UIViewController viewDidLayoutSubviews.
Merge pull request #9 from billhollings/master

Cube mapping
Ensure all 2D textures are loaded upright.

Ensure textures loaded by iOS & OSX are flipped upright during loading.
Change CC3Mesh populateAs... parametric population methods to create texture
coordinates assuming texture is upright. Change expectsVerticallyFlippedTextures
of CC3VertexTextureCoordinates and CC3NodesResource to default to NO.
Add environment reflection into standard GLSL shaders.

Add environment reflection into standard GLSL shaders. Consolidate common standard
vertex shaders into CC3TexturableMaterial.vsh.
Fix issue in cocos3d interaction with cocos2d GL state cache.
Fixes to texture sizing and cocos2d state management.

Fix incorrect setting of CC3GLTextureCube isFlippedVertically property. Fix texture
scaling for NPOT textures. Move semantic kCC3SemanticIsUsingLighting to node scope.
When moving from 3D to 2D, reset state of only those attribute arrays used by cocos2d.
Upgrade PowerVR library to version 3.1.
Add PVR cube-map support.

Add PVR cube-map support. Load PVR files using PVRT library.
Ensure both 2D & cube textures disabled & unbound for unused tex units.
Ensure tex unit 0 is active when leaving 3D.
Add CC3Node selectShaderPrograms method to select shaders during app startup.

Add CC3Node selectShaderPrograms method to select the shaders for each mesh node
during app startup, instead of selecting lazily. Add standard shader vars for bone
matrices in model space. Add animationFrameCount & animationFrameRate properties
to CC3PODResourceNode. Don't color individual vertices during node picking.
Track max number of texture units and vertex attribs used to avoid enabling/
disabling more than used. Clean up compilation errors in OSX release compile.
Merge branch 'master' of https://github.com/billhollings/cocos3d
Refactor CC3Scene drawing and add framebuffer GL access.

Refactor CC3Scene drawScene method. Add drawSceneContent method for customizing
app scene drawing. Add framebuffer methods to CC3OpenGL cluster. Viewport tracked
per camera. Change CC3Scene iVar naming. Improve compilation warning resilience,
including shadow variables and pointer-interger conversion. Add additional
compilation warnings to CC3DemoMashUp project. Fix issue in resetting bound
texture in 2D cache. Fix issue with CC3GLSLVariable size tracking.
Remove Skybox.pvr reference from CC3DemoMashUp project
Add framebuffer-based CC3RenderSurfaces.

Add CC3RenderSurface protocol & CC3FramebufferRenderSurface implementation.
Add basic render to texture in CC3DemoMashUp. Create CC3Texture, CC3GLTexture2D &
CC3GLTextureCube from CGImages already in memory. Create empty CC3GLTexture2D &
CC3GLTextureCube for use as a rendering surface. CC3PFXResource internally cache
CC3GLTexture instead of CC3Texture. Add GL get int, float & string methods.
Refactor CC3GLView to use framebuffer-based CC3RenderSurfaces.

Refactor OGLES2 CC3GLView to use framebuffer-based CC3RenderSurfaces managed by
a CC3GLViewSurfaceManager instance. CC3UIViewController now requires its view be
a CC3GLView. OGLES1 & OGLOSX pending. Fix CC3Camera frustum not built when
accessed for shadows. Shadow volumes now work when multisampling is active.