. Added support for texture buffers
 => Hell of a time to find valuable infos on how to create one!! (not even sure it's really working BTW ^^)
. Added a MaterialBank class hosting the complex layered materials
. Fought with exact way of blending diffuse layers using alpha + extinction
 => Finally, they're composed from bottom to top, each new layer hiding the one beneath it a little
. Fought with exact way of computing material weights
 => Same as diffuse layers above using 1-Extinction*Mask as a cumulative transparency
. Packing of MatIDs + Weights into a RGBA16_UINT is working
 => Finally tested writing to multiple render targets not all of the same type
 => Finally tested the Load() sampling to read UINT4s!

. Well, every aspect of the data I need to do the actual computation is here, seems correct and ready to use so here goes nothing! ^^