Fixed a bug where if the ray wasn't killed if it did not hit geometry,
Added support for reading material properties.

Need to add support for groups, and maybe illums.
Added support for reading index of refraction (Ni) from mtl-file.
Materials and triangles.

Can load materials from obj-files.
The obj loader can output the loaded mesh as a vector of triangles where
each triangle contains three vertices and an index to a list of materials.
Sending trinagles to GPU instead of vertices.

Renamed class Model to Geometry.
Geometry creates a shader resource view containing trinalges instead of
vertices.
Material used on the gpu!
Texture arrays seems to work although getting warnings and errors from
directX debug layer regarding uav:s.
Removed warnings and errors that DirectX debug layer detected.
Number of threads in each group is no longer hardcoded.

Block size in the shaders is defined in structs.hlsl and the number of
threads that are dispatch on the CPU are calculated from block size and
screen resolution.
Have an octree class that contains nodes that can be subdivided to create
the tree structure. Next up is adding triangle indices to the nodes.
Can construct a tree structure that grows until each node contains fewer
triangle indices than MAX_NUM_TRIS.

This is however a linked structure and the nodes needs to be converted to
array-form before they can be sent to the shader.
Octree ready for shader!

The structure is changed from a linked tree to an array.
Created a ray box intersection test using slabs method. Works as long as
the camera is not to far away from the box :S
Can traverse the octree during intersection testing on the gpu.
The colorStage shader now also can use the octree.

The octree traversal however suffers from ugly hacks! Fixed sized stack
used during traversal may cause the application to crash depending on the
depth of the tree and how many nodes each ray intersects.
Added new files: Timer.cpp and Timer.h
Implemented timer class. Needs testing.
Ready to time shader
Time is measured and displayed when the application exits
The riangle test now works properly