Vertex-only face handling for ObjLoader
Adding support for uniform matrix arrays
Minor update to the bounding box calculations in the Picking3D sample. Also fixed an issue with loading the shader files in Visual Studio.
fix xml comment
bug fix: std::endl at end of print (detected by libc++).
just include boost/checked_delete.hpp, since boost/shared_ptr conflicts with <shared_ptr>
if libc++, use <memory>.  boost/config.hpp ensures the standard library macros (was already included from boost/cstdint.hpp, but this is clearer).
only promote tr1::function and friends to std if we are not including <functional>
if libc++, include <functional>
if libc++, include <thread> and <mutex>.  Otherwise, use boost and promote it to std (like before)
use this_thread::yield() instead of thread::yield(), as it is compatible with C++11's <thread>
added gl::Material get functions
Merge pull request #204 from gaborpapp/material-get

added gl::Material get functions, closes issue #203
fixed light parameters
Merge pull request #205 from gaborpapp/FrustumCullingReduxApp-light

fixed FrustumCullingReduxApp sample light parameters
Added a few methods to TriMesh and TriMesh2d that I thought were missing.
As suggested by Nick Porcino and Rich Eakin, I've now used std::vector::insert() to append vertices, normals, etc. Should give a healthy speed boost. Also added a TriMesh::appendNormals() method for Vec3f's, both for consistency and efficiency.
By popular demand on the forums, this method would be a valuable addition to the TriMesh class.
Using the std::vector::assign() method instead of a clear, followed by a resize.
While this function wasn't created to be blazingly fast (if it's performance you want, then save the TriMesh to a binary file and use that instead), I've changed it a little to improve performance. Now uses std::for_each() to normalize the vectors, and moved TriMesh::getNumTriangles() out of the loop.