I've added a parallel projection setting.


I've added a 'Parallel Projection' checkbox on the Camera tab which, when checked, causes the Camera to interpret the field of view as meters offset (if fov = 64, it'll start rays 32 meters from the origin in the Y-plane, and aspect ratio * 32 in the X) rather than degrees.  I also changed the place at which the ray is munged so that it is more consistently munged by quickTrace and pathTrace, changed RenderWorker#work to use Camera#calcViewRay to initialize rays for both the quick and full render, and modified some comments.

I am not sure if I am setting up the controls in buildCameraPane under setHorizontalGroup correctly, or how that actually gets used.