- fixed bone transform issues (was not using absolute transforms)
- fixed matrix setting for use with other default effects
- dimished size of particle render targets
- added lifespan to particle shader to fade them out
- added simplex noise to shaders
- tweaked evil particle effect
- added controls for predator
- added a component that tilts the camera when at speeds
- implemented first version of deferred rendering with depth and data
- added particles with custom depth clipping (doesn't work very well)
- switched to one shader for all, choose your technique mentality
- added a more complexe level
- fixed floating point precision issue with particles (there is probably a better way)
- started creating pipline and composing lighting in renderer
- added helper functions for lighting
- implemented point lights (slow for now, need to profile)
- broke particle rendering (because of depth)
- fixed alignment issue when sampling textures
- added box and sphere models for testing
- optimized lighting by rendering the light volumes to avoid useless calculations
- added some parallel utilities to apply light calculations while the scene is rendering
- added a whole bunch of lights
- changed point light model (has less faces)
- fixed maze normals
- pulled changes reducing dependency of XNA framework in barebones
- pulled transform changes from Barebones
- pulled changes