Implemented foundation for AWD parsing.
Added initial code for default gl state.

Signed-off-by: Jared Woolston <jwoolston@tenkiv.com>
More progress on the AWD parsing, now successfully parsing the vertices but still having a few issues and not convinced yet that this is a solid design overall.
Fixes #99 by providing a pre-multiplied view-projection matrix.

Signed-off-by: Jared Woolston <jwoolston@tenkiv.com>
Slightly optimized depth test calls

Signed-off-by: Jared Woolston <jwoolston@tenkiv.com>
General cleanup.

Signed-off-by: Jared Woolston <jwoolston@tenkiv.com>
Added default blend state.

Signed-off-by: Jared Woolston <jwoolston@tenkiv.com>
Merge branch 'master' into default_cull_state
Merge branch 'master' into default_cull_state
Further progress made on the parser. Now parsing all mesh data which opens a new perplexing problem that the AWD exporter does not seem to export normals =/
Merge branch 'master' of https://github.com/MasDennis/Rajawali into AWD

Conflicts:
	src/rajawali/parser/StlParser.java
Changed the drawing mode to GL_TRIANGLES for colour picking. It shouldn't be anything else.
Fixes a bug in the fix for #99 where child meshes were being rendered
with the wrong view-project matrix. Thanks @MasDennis!

Signed-off-by: Jared Woolston <jwoolston@tenkiv.com>
Fix for bounding boxes not displaying. Same issue as previous commit.

Signed-off-by: Jared Woolston <jwoolston@tenkiv.com>
Merge pull request #788 from Tenkiv/optimization

RFC: Basic Optimizations
Merge branch 'master' of https://github.com/MasDennis/Rajawali
Added a new Capabilities class. This can be queried for OpenGL specific capabilities like maximum texture size, maximum viewport dimensions, etc.
This has been added to RajLog.systemInformation() as well.
Added a material manager and made materials thread safe.
Also removed the bitwise parameters. They are replaced with appropriate getters and setters. #792
Update CHANGELOG.md

Added details for multiple cameras, scenes and added section for task queue.
Changed the way object colors work to reduce memory footprint and increase performance (slightly).
`AMaterial`'s method `setUseColor(boolean useColor)` has been removed. There are two new methods that replace it:
- `setUseSingleColor(boolean value)`: When the object uses a single color for the whole mesh use this. This way no color buffer will be created which reduces the memory footprint and increases performance, especially in big scenes.
- `setUseVertexColors(boolean value)`: Use this when your mesh has multiple colors. This isn't applicable to textures, just vertex colors.