Quick fix for spaces in CURDIR.
???
Subdivision of models into parts to help matching, looking better on original and medium quality models, but still blows up on high quality. Can be improved with modeling with ticket I added earlier today. Also added division of "problem" triangles, but I need to play with this more to determine the best way to decide which triangles to divide. I still need to spend some more time on the quadtree mapping code (currently not being used). More to come, and I also promise I will document all of the code, I just haven't gotten to it, but I will. I will address the quadtree mapping next, as well as I need to come up with a better way of breaking matching ties, which occur extremely frequently (and usually there are many many matches for the same triangle) in the high quality models.

I hope to also look over the shader files to see if I can get in there some more interesting movement functions as well as the ability to take in parametric equations for the morphing.
Merge branch 'master' of https://github.com/UMLComputerGraphics/GraphicsProject
Getting new morphing stuff in. Shouldnt conflict with anyone elses stuff
Changes to how distance is calculated, removing sqrt based on suggestion several morphing approaches I've read.
Merging, adding Makefile fix for spaces in CURDIR.
Further SG2.0 WIP, Generalized multi-textures per object (for terrain), fixed morphkeysound
Make candle light async from render loop
Modulate normal vector angles (presently uniform within each triangle)
Reduced geometry of the top of the liquor bottle
Added a melted candle top and separated the base of the candle from the top
Yup, it's a table.
Purge vestiges
Subdivision of models into parts to help matching, looking better on original and medium quality models, but still blows up on high quality. Can be improved with modeling with ticket I added earlier today. Also added division of "problem" triangles, but I need to play with this more to determine the best way to decide which triangles to divide. I still need to spend some more time on the quadtree mapping code (currently not being used). More to come, and I also promise I will document all of the code, I just haven't gotten to it, but I will. I will address the quadtree mapping next, as well as I need to come up with a better way of breaking matching ties, which occur extremely frequently (and usually there are many many matches for the same triangle) in the high quality models.

I hope to also look over the shader files to see if I can get in there some more interesting movement functions as well as the ability to take in parametric equations for the morphing.
Changes to how distance is calculated, removing sqrt based on suggestion several morphing approaches I've read.
Added back in the old UI mockup I had created, just need people to inform us of values and function parameters that should be changed. I wasn't able to test this right now, but it should hopefully work.
Trying QT integration using ltran1's attempt as a base.
Also make sure to delete the final binary.
Adjusting .pro
making the QT window blank
Linuxey QT stuff?