Abstracting terrain generation algorithm
Took embarrasily long to fix stupid mistakes in rewriten grid adapter...
Fixed mesh loading modes
Playing with lighting
Playing with light cont.
Set out for massive refactoring - basically ripping game-specific
functionality from the engine to "demo" package. Final teardown of
HackyRenderer.
The Grand Refactoring in process. 
Added convenience methods to UniformManager - finally uniforms are not
awkward to use. 
Some work on camera movement code
Fixed map usage bug
Playing with textures. 
Implemented Phong in the meantime.
Working on resources
Extracted content of LandscapeScene.hpp to separate source fiile
Added loading shader and program definitions from files
Got glimg to work
Further work on resource loading - parsing material
More or less ready (hacky and raw as f...k, but no time :/) resource
loading system
Fixed signed/unsigned bug that caused invalid texture selection
Refactored shaders a bit
Frame buffer object and primitive deferred shading setup