Initial Commit of the lfg thesis branch.

This is the integration of the LinqForGeometry thesis project written by
Dominik Steffen 2013.
Added texture mapping coord.

Added some texture mapping coord stuff in the importer. Can be mapped
now, even if not correctly mapped.
Fixed some project setting bugs

Fixed some setting bugs, changed some names to match the rest of the
fusee project,. Fixed some code paths to be relative instead of hard
coded.
Some fixes in the example

Implemented some fixes, and tests for the scaling algorithm.
Implemented more transformations

Implemented the translation and rotation on global axis.
Some speed ups etc

Some fixes, some clean ups, some speed ups.
Remove the part that generated the triangles new for every frame. Not
nice at this position ;). Implemented some helper vars. Started fixing
texture bug. Not done yet.
Minor fixes and clean ups.

Minor fixes to prevent crashes and some clean ups.
Fixed some path errors and references

Fixed some path errors and references in the .csproj files. Some have
been absolute instead of relative paths. Also copied the LFG project in
here so if one wants to pull the branch he does not have to pull the lfg
extra and link it him or herself.
Fixed absolute paths.

Fixed some more absolute paths.
Cleaned much code

Cleaned a lot of the code and proj files. Removed a lot of the old
comments etc. Created some more meshes to test the project.
Removed unneeded code.

Removed some unneeded code.
Merge remote-tracking branch 'origin/develop' into feat_dsteffen_lfg_MeshConvert
Tried to fix the normals problem

Some triangles have suddenly inverted normals after the update to the
newest develop branch.
It seems to be a pattern like (ok, not, ok, not, ok, not, ...).
Does not seem to come from my normal calculation.
More trys to fix

Tried even more to fix the problem. It is somewhere rootet in the normal
calculation i think. The setting that discovered the bug is the
backface_culling. The order in which the normals are generated can be
part of the problem i think.
some more trys

more trys. nothing worked. resettet the changes. Updated the assembly
info. Changed test model.
Merge remote-tracking branch 'origin/develop' into feat_dsteffen_lfg_MeshConvert
Merge remote-tracking branch 'origin/develop' into feat_dsteffen_lfg_MeshConvert
More debug and clean up

Cleaned up a part of the code. Added a lot of debug code stuff. Tried to
fix the normal problem. It seems the engine does not care even if i do
not add normals the mesh looks the same as when i am adding my vertex
normals. Project is also easier and cleaner to build now. Just press
build and it should run.
Tried more normal tests

More tests on the normal system. Something seems to be broken? They are
not used in rendering?
Some more debug stuff, reformatted a little code

Problem is not normal based -.-. OpenGL uses the order of the polygons
vertices to determine the direction.