Change computer so it knows how to build an OpenCL program out of several sources, and use this to split fake3d out.  Add a note to shape_geometry.
More entity notes.
Split shape_3dvapour up and add a 3D vapour normal kernel, which compiles but isn't yet wired in
Run the vapour normal calculation, although I'm not using the result for anything yet (just slowing myself down :) ).  Remove some old debug from vapour_cell
Add ability to load shaders from multiple files, just like OpenCL programs
Put in a file filter thing, which I'll use to substitute TDIM and things like that into shader code.
Get ready to read edgeStepsBack in the shader out of the overlap texture.
Merge branch 'master' into 3dedgeshape: GPL license headers, C++11, cleanups, all that shizzle.

Conflicts:
	dependencies.txt
	src/3d_vapour_compute_queue.cpp
	src/SConscript
	src/compute/shape_3dvapour.cl
	src/computer.cpp
	src/jigsaw.cpp
	src/jigsaw.hpp
	src/shader.cpp
	src/world.cpp
Change computer and shader source file lists to use vectors and C++11 style initializers
First attempt at a fake3D-to-3D conversion to write real 3D images out of the fakery.  Doesn't work yet.  Submitting as work-in-progress.
Make fake 3D setup a kernel parameter rather than a preprocessor directive (sadly appears necessary) and get the fake3D lined up again.  It seems internally consistent within the CL once more.  I've disabled copy-to-GL for now; not sure how well that's going to work yet ...
Re-enable cl_gl for vapour.  The copy operation isn't splatting any more; of course, I still need to try sampling from the vapour in the glsl to find out if this is any good!
Enable 3D sampling of the shape normals.  It doesn't really look right, but I'm getting somewhere ...
Fix obvious normal co-ordinate scaling bug
Re-enable a 2D queue system and try to push the correct vapour into the display side.  Sadly, I'm still getting flicker, so something is wrong...  :/
Calculate cube vertex position in geometry shader using edgeStepsBack.  Remove wiggle from baked-in texCoord and apply in geometry shader too.  A bit iffy ......
Remove edge colour and normal textures, sample colour from vapour
Remove putClChangeDataFake3D() -- getClChangeDataFake3D() appears to be getting it into the right format for the generic function to work (saving me repeated glTexImage3D calls)
Fail to fix the flicker problem :'(  I think this is still a valid change and needed for correctness
Incidental: change locks on the draw queue to upgrade locks -- I don't want these to overlap.  (Right now they won't, BUT.)