start with fragment shader particles implementation
Fragment shader particles working in principle
Fragment shader particles implemented, still has a few bugs
Fragment shader particles cleanup
- Remove texture ping-pong, read and render into the same textures
- Clarify variable names
- Removed unused stuff
Fragment shader particles
- Experimental use of instanced draw call
Fragment shader particles
- Add all rendering options (drawarray with 1 element, drawarray with 1mio elements and instanced) to the code for experimenting on different computers
- Activate variant with 1 element for the moment, may not work with all GPU/driver combinations, though
Add Shader Compiler (refs #72)
Move ShaderCompiler to private interface (refs #72)
Fix #82
USe minimal required version numbers for examples (refs #77)
setup glowutils namespace
setup glowwindow namespace
Make some glow examples and glow features OpenGL 3.0 compatible
adjust namespaces in examples
Merge branch 'master' into indie_namespaces

Conflicts:
	examples/post-processing/main.cpp
	examples/single-context/main.cpp
	examples/vertexarrayattributes/main.cpp
fix post-processing
Merge pull request #84 from hpicgs/indie_namespaces

Indie namespaces
Update README.md
adjust doxygen
Merge branch 'master' of https://github.com/hpicgs/glow.git