Fixed newlines.
hotfix in mesh adapter's getBoundingBox()

Returned internal bounding box w/o copying it first. A user might just
use that bbox and calculate stuff with it and thus breaking the mesh's
bbox.
Refactored traversal of graph
Changed sceneTreeAddition to use cached parent visibility and shader.
Some renaming and improvments in scene traversal
New object handler that queues drawable objects
Renamed drawable to RenderObject
Added renderobject handler processing

Is very stupid until now: Moves all objects from queue to ready list regardless of state
All test pass
Added state-machine implementation to project
Delegated shader processing from Renderer to RenderObject
First version using RenderObjects with state
Adapted getElementByPoint and one picking test to the new RenderObjects
Adapted mouse picking functions to new RenderObjects
Refactored states a bit
Adapted mesh adapter to FSM
Added disposal of objects
Support for adding/removing lights
Adapted the FSM again
prepareRendering should probably be called before drawing the scene to the picking buffer, just
in case an object has changed in the interval since the last render() call.
Started implementing FSM as documented in Wiki

Put RenderObject and RenderObjectHandler into separate file