Document the current limitation on MESH type collision shapes mentioned in #452.
Merge pull request #652 from kwhatmough/next

Document the current limitation on MESH type collision shapes mentioned ...
Windows and Mac will now use the desktop resolution if fullscreen=true and width and height are not set.
One of the SpriteBatch::draw methods was passing the uv values in the wrong order.

Thanks puzzlefun for pointing this out.
http://www.gameplay3d.org/forums/viewtopic.php?f=7&t=246
Merge pull request #654 from dgough/next

Windows and Mac will now use the desktop resolution if fullscreen=true and width and height are not set
Removed folder that is not needed.
Updating for GamePlay v1.6.0
Merge pull request #657 from seanpaultaylor/next

Next
Fixed Node::findNodes() so that it searches the MeshSkin too.
Fixed #661
Merge pull request #662 from dgough/next

Fixed Node::findNodes() so that it searches the MeshSkin too
Linux will now use the desktop resolution if fullscreen=true and width/height are not set
Fixed #653
Cleaned up whitespace in PlatformLinux
Converted CRLF to LF in PlatformLinux
Merge pull request #663 from dgough/next

Linux will now use the desktop resolution if fullscreen=true and width/height are not set
Added PostProcessTest for basic single pass, fullscreen, frame buffer effects.
Moved gameplay-tests .pngs to png folder.
Fixed a few compiler warnings.
Added missing source files in gameplay-tests to android build script.
Merge branch 'next' of https://github.com/blackberry/GamePlay into next
Merge pull request #664 from seanpaultaylor/next

Next
Added post process test on xCode
Merge pull request #665 from seanpaultaylor/next

Added post process test on xCode
Fixed SobelEdge shader for post process test.