Experimenting with the simplest method of including the other meshes.
hacking on voxel geometry shader
Render the "other" meshes as separate, static, white.
Remove the pose bits, at least for now.
Added support for multiple blended meshes.
As a temporary hack, render the mesh with the most blendshapes with the head
color (other meshes white).
Remove unused variable.
Merge branch 'master' of https://github.com/worklist/hifi into blendface
Extract the pivot points from the limb nodes, make sure we extract the vector
elements in the right order.
Move the eyeball meshes according to the lookat direction (not really visible
yet since the eyeballs have no textures).
implement SVO fill down in voxel-edit
Merge pull request #976 from ey6es/blendface

Include other meshes (eyes, teeth) from the FBX files.
Merge pull request #977 from ZappoMan/svofilldown

implement SVO fill down in voxel-edit
Read in the texture coordinates, too.
Merge branch 'master' of https://github.com/worklist/hifi into blendface
Use the texture coordinates when rendering the eyes.
Slight fix: make sure we set isEye on each mesh.
Merge pull request #978 from ey6es/master

Slight fix: make sure we set isEye on each mesh.
Merge branch 'master' of https://github.com/worklist/hifi into blendface
Render the eye textures.