Start of Moving Camera
Filter update
Added a new texture

This needs a new Image lib, DevIL is attrocious.
Refactored Main, added a SystemManager

It took RealTime Cameras By H-H to get me to do it. I should really look
into why tutorials do things a bit closer.
Start of Input Manager

More refractoring, removing of #includes <windows.h>dependencies.
Last commit of 22-2-2013

committed at 1Am the next day, no less.
Added a pause function, bound to esc

now for camera movement. Also allows for debug modes to be enabled via F
keys, Fkeys + esc toggle as default behavior.
Adding more callbacks

for mouse input
Camera Movement is now a thing

A thing that doesn't work correctly, but still, it's a thing.
More Camera work

My rotations seem to be on the wrong axis'.
will currently just throw an error, need to implement debug room mesh,
generated programatically.
Lunchtime Commit!

+ Procedural ground mesh
+ Vert+Colour Shader Pair
+ Made draw calls more general, in case of no texture
+ more camera tweaks, still not sure what axis each rotation needs to be
around, unfortunately. also unsure about order of rotations.
+ fixed compiler warning for Texture::LoadTexture
+ added a shader loading function that isn't the initalizer, finally.
~ changed order of models loaded to make debugging easier.
Finished up debug floor mesh, for now

now to fix the camera
added some debug output for camera debugging.

will continue at SpaceCubed.
Camera fixed, transparency works correctly

GLM is too smart for my own good; GLM's quaternion operator * rotates
vectors. I was only expecting a piecewise multiply.
Added a discard; statement if the pixel drawn is magenta (1.0,0.0,1.0),
allowing for real transparency, even when polygons of the same model
overlap.