Porting Manipulator to C++
Ported Item and ItemCollection to C++
Removed OpenGLManipulatingModel, OpenGLManipulatingModelMesh and OpenGLManipulatingModelItem protocols and wrappers. Replaced by C++ interfaces.
Ported OpenGLManipulatingController to C++.
Moved most parts of OpenGLSceneView implementation into C++ OpenGLSceneViewCore class.
Disabled texturing - current solution eats too much memory. Ported UndoState helper objects to C++ with Objective C++ wrapper.
Collada and Wavefront Object works again. MemoryReadStream and MemoryWriteStream uses C++ interface.
Added C++/CLI and C# Windows projects. Code in Classes folder is shared between MeshMaker Xcode project and MeshMakerCppCLI Visual Studio project.
Fixed undo in removeItemWithType. Added makeTriangle and makeQuad helper functions for split and subdivision.
Enums are now defined as EnumClass which is defined as C++ 11 enum class or C++/CLI public enum struct
Manipulators and items in Windows port. Fixed selection.
Basic operations except undo/redo, file saving and opening works in C++/CLI port.
Shader and ShaderProgram ported to C++
Added glew, shaders, fixed makeCurrentContext in manipulations.
Resized Windows icons to 32x32 and fixed xcopy post build step.
Added model3D and Wavefront Object reading. Model3D files doesn't work, problems seems to be in different structure encoding between x64 OS X and x86 Windows.
CrossPlatform archiving.
Switched to Visual Studio 2012 Express from Visual Studio 2008
 - fixes C1001 INTERNAL COMPILER ERROR
 - see more at: http://msdn.microsoft.com/en-us/library/y19zxzb2.aspx

Finished Undo/Redo implementation in Windows port.
Added Windows Screenshot, fixed README, added SHADERS define into Release build.
Added glew info and fixed image link for master.