add phong lightning from hpicgs/cgsee
update terrain generator interface to use same sample rate in in both axis
add texture type layer to osg terrain

storing some uints as terrain type id
Merge branch 'master' into simple_shading

Add navigation member to game, pass to world.
Move shaders to world, add init, setUniforms.
fix shader for intel
set terrain type id via vertex attribute array in osg tile

Use SharedGeometryTechnique(osgTerrain::GeometryTechnique) to access terrain tile geometry.
Force creation of OpenGL geometry in generate()
move/rename shader

use folder "shader"
sensible terrain shader filename
creating areas with given biomesize, 4 different types
add shader reload feature (F5)
Merge remote-tracking branch 'origin/master' into simple_shading

Conflicts:
	src/game.cpp
	src/game.h
disable configuration of graphics context, as not working for some reason

maybe related to own shader?...
playing around with terrainId + lighting
delete obsolete worlddrawable + shader
add basic sphere shader, remove osg light sources
spheres now visible =)
fix normals: transform osg->OpenGL base
fix context setup

change order: first set context traits, than context state attributes
Match osg terrain ids with physx material ids, shift using geometry shader

not fully working, terrain id 0 means mateial e_hole, hole in the terrain, but spheres do not fall.
Change row/column iteration: when setting osg data rows, use physx data columns (max-1 .. 0), so the base transform gets more logical now.
make terrain really random

use nonzero seed value
do set not used height field parameter

setX/YIntervall, setOrigin on heightfield are used by getVertex, which is not used.
the geometry generator uses getValue etc, using the locators transform