Fix a bug that caused the scene to only get rendered once.
Merge pull request #1 from vorporeal/fix-single-render

Using main loop instead of rendering one frame.
@glContext -> @gl
whitespace fux
resolved issues
Began fleshing out FramebufferObject.

Currently doesn't use Texture.
Texture size must be ^2 so viewport size changed for now.
This should be abstracted.
tracking issues with github instead of text file.
Revert "Began fleshing out FramebufferObject."

This reverts commit f878cd9c2b210d35c0dbe6ea28fef72ef2ed6f76.

Conflicts:
	notes/issues
Reworked Texture.

With an eye to http://evanw.github.com/lightgl.js/docs/texture.html
Abstracted attribute setting in ShaderProgram

ShaderProgram is now properly multipurpose.
formatting and style
Added rudimentary texture blitting.

Tested ability to draw texture straight to screen.
mipmap in Texture constructor to allow rendering

Needed in current context. Deferred toying now possible.
Added swapContents method to Texture
Made depth buffer optional in render-to-texture.

Won't be needed when acting on a previously rendered texture.
Added ShaderProgram.disableAttribute(name)

Necessary when switching between shaders with different attributes
double rendering
Renderbuffer and framebuffer now created once per texture.

now being lazily initialized on first usage and kept
instead of being recreated on each call to drawTo.
Disabled mipmapping to allow rendering to larger texture.

For reasons currently unknown, enabling mipmapping causes
an attempt to render to a Texture and then draw it as a
FullscreenQuad to draw black iff the Texture is of
dimensions greater than 512*512.
Disable mipmapping and upped texture size to 1024*1024.
enable mipmapping for textures from images