text rendering work in progress
work on text
work on text... ftgl does not support multitexture, needs a call to
bind correct texture unit and a shader that uses coordinates saved at
uv[0]. would be nicer to redirect ftgl to a specified uv unit, but
currently not possible.
Still some minor bugs, text genrally working
text works now, only trouble with depth test for transparent textures
dummy
adding Uniform class, extends StateObject
automatic handling of uniforms/textures for shaders
work on shader
fix for shaders
dummy
multitexturing
work on per pixel light shader
normal mapping
fix normal/tangent generator. associate texture with uv index.
tangent space bumpmapping works
work on shaders
use custom uv varying
remove some glsl 1.3 deprecations
cleanup
some small fixes