model, ObjLoader: Consistency and Formatting.
Added newest revision of Object Loader that supports TexUVs.
Consistency: model and ObjLoader.

As an interesting side effect, after UVs were
implemented for the objloader (Thanks @ImperatorFeles [Greg Giannone],
Objects in Binary/terrain.cpp are now textured with sand :)

Fixes incoming for the texture loading subsystem.
--j
Consistency and Formatting^CmodelFunctions, morphlite
Consistency and Formatting:
  Object.cpp, Object.hpp.
  This, of course, affects nearly everything.
  Sorry!
Consistency and Formatting;
  Attempted to briefly document raytracer1.cpp, but I need some help from Hoanh.
Intermediary commit. Refactoring Scene.cpp.
melting candle
Merge remote-tracking branch 'alex/master'
Common engine integration of Alex's melting candle sample
Added triangles
Added TURBO candle flicker to light in raytrace demo... needs some fiddling.
Merging from mainline and particle system.
Reducing debug output clutter, changing Makefile shell to bash.
Better flicker
Merge branch 'master' of github.com:UMLComputerGraphics/GraphicsProject
Create RunnableProgs.md
Allow shader file path resolution from ANY WORKING DIRECTORY
Use working directory agnostic shader location resolution in existing binaries.

If InitInitShader is not called with argv[0] in main, the default behavior is
exactly as it had been prior to this feature's implementation... shaders load,
but only if you're cded into the path from which InitShader's arguments exist.
Fixing terrain gen, cleaning branch.
Pulling main into dscanlan branch

Merge branch 'master' of https://github.com/UMLComputerGraphics/GraphicsProject into dscanlan