Add number of possible resolution level in the config chunk
Add a vector of leafArray instead only one leafArray
Add the triple-loop to fill the upper leafArrays
Add the computing of optimal point for upper leaves
Add the number of saved leaves for each level
Add the building and saving of computed triangles for every level in voxel_maker
Add the saving of nbLeaf arrays in the last chunck
Add nbLeaf and chunkOffset array
Add the loading of every leafArrays
Add the sending to GPU of every leaves and work with previous display
Update the computeDistanceLeafCamera() function
Put the display_vegetation() function in the lvl_displaying.cpp file
Use the display_triangle() function to display the leaves's computed triangles
Add a terrain_texture array and bind the textures in the display_triangles() function
Add display of every leaves's computed triangles
Add the display of real triangles with other triangles
Use linear average instead of SVD to compute optimal Point
Merge branch 'multiresolution_lvl' into chunked_display

Conflicts:
	src_display/main.cpp