Build initial Material and shader loading system
Start documenting various convensions in the app
Remove the old triangle DefaultMesh definition
Change graphical to save the pointers to Mesh and Material

Previously saving the actual values was requiring that we then do a copy
param into the renderer. No reason to cause the extra memory
allocation, just store the pointers instead.
Move Shader logic into GLSLProgram and GPUProgram

Hooked up basic Material rendering so now Renderers are given the Mesh
and the Material to render.
Update game to print out the FPS every second
Add vsync to settings.json config file