Changes to window_glx initialisation (mostly keeping for posterity, doesn't appear useful).  Also attempt to decouple jigsaw image descriptions from the overall jigsaw: this doesn't work yet but my battery is running out
Fix JigsawImageDescriptor split-out bugs.
Merge branch 'master' into 3dedgeshape: Should be just a README update
Add a first layer to shape_3dedge.
Find all layers.  Render layer 0 only using proper interpretation of edgeStepsBack.
Edge detect all layers.  Still only actually rendering layer 0.
Render all layers.  No real improvement on gappiness for now, I need to test things, but the code is working, and hopefully with this plus layer colouring we should be good...
Disable layers by default while I work on them (like this I can feel happy pushing this stuff to github :) )
Fix silly mistake that only now gave an error from the shader compiler (who knows).
Update READMEs with Optimus messing-around.
Make a basic point renderer for shapes (should be useful for debug once I get those points to a sane size).  Re-enable layers ...
Get around to adding a .gitignore file
Correct points render of shapes.  The default for now (change RENDER_SHAPE_AS_POINTS to 0 in shader.cpp to go back to my gappy triangles)
Remove entity_next_steps -- everything is either done, or no longer applicable.
Put back creation of final context before GLEW init; the simple initial context breaks on AMD.  Better re-verify this on the laptop :/
Try to tighten up access to jigsaw puzzles ...
Move the programs and kernels globals into the computer class (it's not great, but it's better than having them as globals influenced by one class instance!)
Try to allow CL program builds to happen in parallel.  Doesn't fix anything, but I've been frustrated waiting for rebuilds while trying to sort AMD out...
Add NO_IMAGE and GL_ONLY jigsaw image types (currently unused, but will be helpful I expect.)
Fix for Ubuntu 12.04 LTS.  Although I still get a big splat on AMD right now, that I don't understand :/