franky adds raw loading possibility
franky tests the veertex class properly
franky starts adding shader code to support texturing
franky gets texture mapping up n going for the basic texture example
franky fixes saving a texture to a tga file
franky gets the framebuffer test working
franky moves some transform functions to the base class so that it can be shared
franky removes commented code
franky adds the class render target to the api layer so that we can simply create render targets and save them backout
franky adds code to generate geometry shapes
franky gears the camera code way more toward the future shader driven approach. basically getting rid of gl calls to matrix so that it can eventually be replaced by calls to set uniforms

also added some accessors to the glrenderer to obtain modelview and projection matrix

added unittest to make sure that all this matches what opengl fix pipeline would have done

make the display info for glew state unused when glew is disabled

start putting the shader test back into place
franky fixes a bug with the cflags that were not being added properly
franky cleans up a bit the way the errors are being reported
franky gets shaders up and running
there's somewhat 2 implementations. one is pure and the other one still relays on loading the matrix and using the premade uniform gl_* to calculate the vertex data
it is preprocessed by a fix pipeline enabled
frnaky upodates the list of todo
franky removes a bunch of old xcode files that hsouldn't have made it in
franky removes files that shouldn't have made it there
franky removes files that hsouldn't have made it there at the first place
franky removes files that shouldn't have made it there anyway
franky removes useless files