Fix GL_INT_2_10_10_10_REV sample

Hello.. 

Here are some clarifications on GL_INT_2_10_10_10_REV:

10 bits means the following range of values [0..0x3ff], for signed values (GL_INT_...) we have 2 ranges actually: positive [0, 0x1ff] and negative [0x200, 0x3ff] in reverse order (0x3ff is -1, 0x200 is -512).

For normalized GL_INT_2_10_10_10_REV format (fourth parameter in glVertexAttribPointer) all values are scaled to [-1.0f, 1.0f] range, so minimal negative value 0x200 relates to -1, and maximum positive value 0x1ff relates to 1. And vertex coordinates [-1, 1] should be [0x200, 0x1ff].

For not-normalized: 0x200 is -512, 0x1ff is 511.. so vertex coordinates [-1,1] should be [0x3ff, 0x001].

Your conversion "int(511*x)" for coordinates in range [-1, 1] produces values for normalized format, so you just need to set normalized=GL_TRUE in glVertexAttribPointer to fix displaying.

Also need to set up w=1 to avoid bad results after MVP multiplication.

Hope it helps.. And thanks for great project!