First changes for opengl es 2
Added Shaders for drawing primitives
Draw a simple triangle

Most functionality was copied from an Android OpenGL example
Therefore, all functionality is contained within the Triangle class.

The following classes are broken in this commit:

- Rectangle
- Shape
- Drawable
- Shader
- ShaderMnager
- VertexShader
- FragmentShader
- VertexBuffer
Get VertexBuffer working again

Adapted VertexBuffer to OpenGL 2

The shape class is still not able to draw itself. The Triangle class still handles most of the drawing.
Fix a bug on VertexBuffer method

- getStride() was causing the rest of the renderer not to draw anything to the screen
Fix shader classes

- Drawing functions are now contained within the Shape class
- Shader classes are working as expected
- The ShaderManager will keep track of shaders within the engine in the future
Feature parity with old OpenGL 1.0 code

- The current code can now do the same functions as the old OpenGl 1.0 code
- The test program will draw four squares to the screen
First changes for thread synchronization
More synchronization changes

- Replaced wake locks with FLAG_KEEP_SCREEN_ON since they were deprecated
- Bootstrapper Class: Prepares an Activity to run the engine
- EngineThread: Contains main game loop (incomplete)
- Breaks the game screen implementation and interfaces (Sorry!)
- Main activity has been renamed to GameActivity
- The main game class is called Warped
Minor fixes
Working engine thread

- Engine is now able to control what is drawn to the screen
- Application now pauses and resumes the engine appropriately
Working prototype engine

- DrawQueues are being swapped every frame
- Engine renders nearly 60 FPS
Merge branch 'master' of github.com:eduard44/UGAACM-GameDev

Conflicts:
	Warped/src/main/java/com/chromabits/ugaacm/WarpDrive/control/Screen.java
	Warped/src/main/java/com/chromabits/ugaacm/Warped/AndroidGame.java