Fixed summa mora that whitespace.

• Spaces to tab indentation.
• Removed a stray space.
Setting up SceneViewControllerForGLK

Set up SceneViewControllerForGLK like SceneViewControllerForCG in respect to usage, and copied in GL essentials from an earlier version of SceneViewController (aaa249f^ “Elimnated GLKViewController, building its fuctionality into SceneViewController”^).

Currently minimally working (confirmed to be clearing via the `glClearColor` call in SceneForGLK#glkView:drawInRect:).  But hey, that's something!

• Switched to use SceneViewControllerForGLK and SceneForGLK in AppDelegate.

For SceneViewControllerForGLK:
• Added `Scene <GLKViewDelegate> *` instance var.  Chose to go with this over SceneForCLK because it describes just what we need to be happy, not unnecessary specifics.
	• Removed existing `Scene *` var.
• Created glkView casting accessor and overrode setView to vet only GLKViews (breaks Liskov substitution principle), and scene facade accessor which vets only what is allowed by the `Scene <GLKViewDelegate> *glkScene` property.
	• Using getter/setter methods explicitly within these setters/getters (also defining `self` or `super`) rather than using properties in order to make sure we're calling what we thing we're calling.
• Added `EAGLContext *` and `GLKBaseEffect *` instance vars and properties, for use with GL setup/teardown.
• GLKit-specific setup/teardown in loadView, viewDidLoad. didReceiveMemoryWarning methods.  Mostly what was in the old SceneViewController, with a bit of clean-up.
• Added GL setup/teardown methods setUpGL and tearDownGL;
	• Currently quite a bit of commented-out code in here.  Will be cleaned up— just trying to get this all working.

For SceneForGLK:
• Copied in kIrrelevantHue, kCircleRadius, clearingColor, circleFillColor, and circleEdgeColor from SceneForCG (will be consolidated later).
• Created empty drawContentLayerWithin:forView:, drawOverlayLayerWithin:forView:, drawCircleWithin:forView:, drawPrototypeNameOnLine:within:forView:, drawFramerateOnLine:within:forView: methods, to parallel SceneForCG methods.
• Basic GL clearing code (and commented-out draw code) in glkView:drawInRect:.
• In SceneForCG, moved clearingColor fill from drawWithin:forView to front-end method view:drawInRect: to match GL clearing in SceneForGLK#glkCiew:drawInRect:.
• Switched clearingColor in both SceneForCG and SceneForGLK to RGB (rather than the `WithWhite:` which generates in grayscale colorspace or something) for compat with glClearColor (it's easier said than done to get RGB values out of a non-RGB UIColor).

Also:
• Made kDisplayRefreshRate, kCircleRadius, and kIrrelevantHue consts (in both SceneViewControllerForCG & ForGLK) static; compiler complains if a const by the same name is used in multiple places and I can't remember why but staticing fixes it.
• Added `preferredFramesPerSecond` and `framesPerSecond` properties to SceneViewControllerProtocol to match GLKViewController and allow us to use these cross-`SceneViewControllerFor…`-class.
• Cleaned up SceneViewController#loadView code.
• Added `view:drawInRect:` to SceneForCG's header.
• Minor line spacing, variable naming, and comment improvements.
UIViewController isViewWindowless extension

UIViewController+SDTAdditions class extension with isViewWindowless method, in order to make `self.view.window == nil` (used commonly in didReceiveMemoryWarning) a bit more readable.

• Added UIViewController+SDTAdditions to project, included in Prefix file.
• Used in SceneViewControllerForCG and SceneViewControllerForGLK.
Finally drawing a circle.

Drawing the little blue overlay circle in SceneForGLK.

But the view frustums shaders matrices whatevers aren't set up.  Soon.

• Needs clean-up: there's a bunch of commented-out debug code lingering about.
• Added/uncommented draw calls to draw(ContentLayer/OverlayLayer/Circle/PrototypeNameOnLine:/FramerateOnLine:)Within:forView.  They're empty anyway.
WIP: It's a circle! (Fine oval, whatever.)

Yep, that's something.  But only slightly more than nothing.

Generally a lot of parallelizing SceneViewControllerForCG and SceneViewControllerForGLK here.  And fixes.  And GL setup code that I don't understand.

Fixes:
• Say, `SceneViewControllerForGLK#setUpGL` does a bunch of neat stuff… but doesn't get called from anywhere.  Hmm…  (Now called from viewDidLoad.)
• Um… where's the `dealloc` method for SceneViewControllerForGLK?  (Added, with appropriate releases.)
• Removed SceneViewControllerForCG's _viewLoaded state variable.  It's covered quite well by the present/nil state of the UIViewController parent class's view property.
• Now calling super within SceneViewControllerForCG's viewWillAppear: and viewDidAppear:.  Oops.

GL Machining:
• SceneViewControllerForGLK#setUpGL changed to use constantColor, per Learning OpenGL ES For iOS.  Commented out old light0 code (b/c it may be needed shortly; it's not exactly showing glColors).
• SceneViewControllerForGLK#setUpGL calling `[baseEffect prepareToDraw]`.  I feel it warrants reiteration that I really don't know what this does, 2
• SceneForGLK#drawCircleWithin: is now setting a glColor and translating the matrix (with a push and pop).  Also commented-out scale.
• SceneForGLK#glkView:drawInRect: is now correctly setting up the projection and modelview matrices.  I think.
• SceneForGLK#glkView:drawInRect: is enabling GL_BLEND and setting the blend function.  I'm not sure if this is the right place for this.
• SceneViewControllerForGLK now has an optional (commented-out, uck) context line for OpenGL ES 1.
• Suffixed GL “name” variables with `GLIdent`, to show that they're special GL-assigned identifiers.

Other Machining:
• SceneForGLK got a non-retaining baseEffect accessor, set and unset by SceneViewControllerForGLK.
• Bumped up preferredFramesPerSecond to 60 (set in AppDelegate).  This is primarily to get a better feel of how performant sloppy code is (even if 30 is the eventual target).
• Pausing the viewController in AppDelegate's applicationWillResignActive: and unpausing in applicationDidBecomeActive:.
	• Added paused property to SceneViewControllerProtocol.
• Nilling out (releasing) the viewController in AppDelegate's applicationWillTerminate: and applicationDidEnterBackground:.  I'm not sure if this is completely correct, but if it isn't we should be seeing hard failures shortly.
• Moved SceneViewControllerForCG/ForGLK's view unloading logic (and safeguards) from viewDidUnload to unloadView, and now calling that from didReceiveMemoryWarning and dealloc.
	• Added viewWillUnload, and viewDidUnload (both called by unlaodView, and the system in ≤iOS 5).
• Changed SceneViewControllerForGLK to use `SceneForGLK` instead of `Scene <GLKViewDelegate>`.  This makes access to the baseEffect much easier, albeit being less flexible (but there are so many that would just type it `id` and call it a day, so eh).

Reorganization:
• Turned stock usage comments in AppDelegate into @purpose function-level doc comments.
• SceneViewControllerRecentIntervalInfo struct, containing the 3 state elements necessary for FPS calculation: an intervals NSMutableArray, a maxSampleCount int, and a mostRecentIndex int.
• Moved interval update logic into SceneViewControllerUtil, taking either individual NSMutableArray, max count (previously assumed to be 5), and index elements or a SceneViewControllerRecentIntervalInfo struct element.
• Set up FPS calculation in SceneViewControllerForGLK using the SceneViewControllerRecentIntervalInfo struct and new SceneViewControllerUtil methods, and updated SceneViewControllerForCG to the same.
• Renamed SceneViewControllerForCG's common init from initState to initCommon and added the same to SceneViewControllerForGLK.
• Rearranged methods in SceneViewControllerForCG a bit to match the same `#pragma mark` groupings used by SceneViewControllerForGLK, and added a couple on both sides.
• Changed SceneForGLK#glkView:drawInRect:'s color extraction from the clearingColor UIColor to use simpler local variable names (red, green, etc. instead of clearColorRed, clearColorGreen) since this should be (and likely will be) wrapped up soon anyway.

Issues:
• SceneForGLK is preparing the GLKBaseEffect, which is assigned by hand from SceneViewControllerForGLK.  This is just nasty dependency-wise, and largely stems from my lack of understanding of why I need to make the prepareForDraw call.
• A lot of commented-out GL code.  I don't know what half this shit does.
• The matrix translate (and scale when it was uncommented, IIRC) within SceneForGLK#drawCircleWithin: doesn't really seem to be having any effect.  I hate Calculus.
• There's some debug SDTLogs floating about.  These shouldn't be here, given the current `debug/*` branch practice.

P.S. I gotta remember to move things around only in separate commits, otherwise it gets messy.
Removed debugging GL-oriented SDTLogs.