adds issue to Mesh::cone

* this primitive seems to have wrong winding order for its triangles, they need to wind counter-clockwise (but cone seems to wind clockwise) this leads to problems when we do glCullFace(GL_BACK) - glEnable(GL_CULL_FACE) make sure to check how the indices are added to the mesh...

Signed-off-by: tgfrerer <tim@poniesandlight.co.uk>
fixes oFbo checkGLSupport for GL3+

Signed-off-by: tgfrerer <tim@poniesandlight.co.uk>
ofProgrammableGL renderer sending normalized normals to GPU

Normalizing the normals on the shader is probably faster, but sending non-normalized normals is more prone to lead to artifacts very difficult to diagnose, especially with the built-in 3D primitives.

Signed-off-by: tgfrerer <tim@poniesandlight.co.uk>
prettifies ofFbo log messages

Signed-off-by: tgfrerer <tim@poniesandlight.co.uk>
simplifies matrix stack

matrix stack & screen setup checked against gl2Renderer in all possible ofOrientations, +-vFlip, found conformant.

Note that using a modelViewOrientation Matrix leads to a lot of extra headache, since you'd have to split model+view matrices to insert the orientation matrix at the right position of the equation.

On GLSL matrix multiplication order:

vec4 vertexP = projection * view * orientation * model * point

This would lead to a lot of extra calculations, and whenever the view changes (i.e. entering an FBO, using a camera), the orientation matrix would have to be re-calculated.

The current way of applying orientation is based on how the GL2 renderer does it, which I consider the reference implementation for visual comparison. This way we can be confident that geometry will be rendered as expected when porting projects to GL3+ =)

Signed-off-by: tgfrerer <tim@poniesandlight.co.uk>