Renamed TRANSFORMATION to just TRANSFORM
Encapsulated the Win32 message loop

Moved the Win32 message loop into the win32 class. This will allow
better encapsulation and modularizing in the future when adding other
OSes.

Now during the main loop a call to the OS class's MessageLoop() method
will handle all OS specific messaging. Additionally the method returns
false when the loop should terminate, and should be used as follows:
while (OS.MessageLoop()) {...} return 0;
Cleaned up main

Removed a lot of test code from main. There is still some minor test
code for OpenGLSystem to test rendering.
Changed how shaders are loaded and handled.

Some shader variables were removed from OpenGLSystem in for a the
GLSLShader class. This new class encapsulates loading, compiling, and
linking of GLSL shaders.
Type in GLSprite

Changed color in GLSprite from British (colour) to American (color).
Encapsulated vao in GLSprite

VAOs are now stored in GLSPrite along-side vertex and color buffers.

Also the getter/setters for the vertex and color buffers have been
renamed.
Major change to OpenGLSystemFactory

OpenGLSystem::Factory now creates components of type GLSprite. However
currently all they do is render a triangle.

Also a shader is now created in the component creation. This is horrible
placement and needs to be fixed.

Removed some redundant code and useless code.

Fixed rendering window height to be an actual value instead of 0
resulting in nothing being rendered.