Started openGL program and setup project properties and main window, also
improved the game clock code to use doubles and to keep the correct
precision for the game time.
Added simple function to retrieve supported extensions, feel a bit sick so
have not been able to really start on working on the library, will
continue work throughout this week tho!
Adjused main a bit
Renamed asset importer (probably breaks stuff in older projects). Also
changed the asset pipeline a bit. Currently colors are saved in floats
where 1 float is 1 channel. Also started adding serialization functions
for the model data, for fast loading without the need of decompression.
Also added blending float to the texture class (for texture blending) and
changed the texture struct name to textureData
Removed libs I did not use, also fixed pathtracer solution, looks like one
of the opencl dll's of AMD got broken with the new drivers of catacalyst.
Used the old dll and everything went fine again. Also implemented
serialization of the mesh class, tomorrow I will implement the other
serialization functions.
Implemented the serialization for all the assimp loaded data. Also fixed
pipeline changes that broke the software rasterizer project. Also
encountered fatal error LNK1123 failure during conversion to COFF: file
invalid or currupt error. Not sure why it occured but fixed it by turining
off Incremental linking
Implemented a deserialize function I forgot to implement, Added extension
check code to the graphics device and started on the VertexAttributeBuffer
class, this will hold vertex data.
Implemented VBO to vertexAttributeBuffer
Started working on new Matrix4f SSE version
Remove SSE file (SSE version is implemented in Matrix4f)
Implemenented more math functionality and started on a vector 3 which is
going to be SSE accelerated
Implemented SSE vector 3 where the highest float is 1.
Implemented remaining vector functions and fixed some bugs relating the
math. Still need to implement perspective and ortho projection matrix
creation
Testing SSE math functions I wrote, div and mul of matrix4f are ok, same
goes for the rotation (fixed some issues) Also started on setting up the
shading pipeline. Tomorrow I will test the other functions of the math and
add some more functionality. Will also start working on a quaternion
probanly
Fixed some bugs in the vector and matrix, also started working on the
shader. Changed the vertexattributebuffer to get a string to connect to
the shader
Created Readme file

Readme file explains that this branch is WIP and that some projects can be broken
Added attribute send functions to shader class, also fixed several bugs
relating the SSE in the matrix and vector class.
Merge branch 'NHTV' of https://github.com/JJoosten/winterFramework into NHTV
Implemented the matrix4f determinant function and started on the matrix
inverse. Will finish that tomorrow
Implemented the inverse 4x4 matrix function, tested it against the glu
function, works, might be smart to do some more tests on later time when
we actually draw models