Modify the brightness and contrast test to demonstrate blending issues
Brightness and contrast only change rgb not alpha
Minor cleanup and warnings.
working spring joint.
CCEffectNodes will now correctly work when added to a scene, thus we can now draw cceffectnodes automatically and are no longer required to explicitly call visit. (Fixed a bug in CCEffectNode that was causing the wrong transform to be passed in during some of the render passes)
Merge branch 'develop' of github.com:osinoleg/cocos2d-iphone into develop
Merge remote-tracking branch 'upstream/develop' into develop

Conflicts:
	cocos2d-ui-tests/tests/CCRendererTest.m
Merge remote-tracking branch 'origin/develop' into develop
Remove the manual visitation code and directly add the CCEffectNode to the scene
Set the blend mode and anchor point for the sprite in the final rendering pass
Whitespace cleanup
Fixed CCEffectGlow so that it correctly resets uniforms between frames.
Merge branch 'develop' of github.com:osinoleg/cocos2d-iphone into develop
Testing actions with effects.
Fix memory leak in CCRenderTexture

Since we were only keeping track of the most recently allocated GL FBO and depth buffer,
we were leaking resources when rendering multiple passes. The fix is to keep track of all
allocated FBOs and depth buffers and delete these in addition to the CCTexture objects in
the destroy method.
Merge remote-tracking branch 'origin/develop' into develop
EffectGlow  - fixed blending issue, we can finally add the glow effect to any scene and it should blend correctly without weird artificats.
Merge branch 'develop' of github.com:osinoleg/cocos2d-iphone into develop
Merge pull request #740 from osinoleg/develop

Fixes to CCEffects
Start working on new the new effect stacking system

- CCEffectStack is now a container of CCEffects and does not just collapse
them down into a single new composite effect (though for now that functionality
remains).
- CCEffectNode now has a CCEffectStack instead of a single CCEffect
- CCEffectNode drawing iterates over the effects in its stack and, for each effect,
the passes within the current effect.

Now I need to hook up passing the results from the previous pass to the current
pass.