Renamed material texture to diffuseMap and bumpMap to normalMap; started cleaning up forward renderer shader code to move most computations to world space; started work on bump mapping in the deferred renderer; added tangend & binormal support to Techniques
Further cleanup of forward renderer shader code - all of the computations are now done in world space, saving several (rather expensive) matrix multiplications in the shader; code cleanup - removed unused imports and fixed other warnings; remove the now obsolete WorldTransformNormals material component
Moved all techniques to their respective package
Implemented normal mapping in the deferred renderer (fixed a silly bug where the vertex tangents and binormal weren't actually being sent to the shader); added utility method to Color allowing the generation of a random color; the deferred renderer now uses the right amount of anisotropy samples for texture sampling, as defined in the settings;
Cleaned up phong shader code even more; light computations are now more straightforward thanks to the new lightType flag; fixed up AnimatedPhong as well; nessie now uses 4 RGBA Rendertargets, instead of 3 RGB.
Added material specular intensity and exponent parameter support to Nessie; sent via the diffuse and position alpha components; adjusted demo scene accordingly
Gave more meaningful names to the two spotlight angles;
Added primitive support for spotlights in the deferred renderer; added proper equals() method to Vector3;