NLCD uses 0 for nodata sometimes too!

Added a check for landcover values being zero.
Fixed bug with IDT and majority.

Never did check for max correctly.  Oops.
Added accessors for biome and height map.

Hadn't needed these yet, but I do now!
Changed how MakeRegion() was called.

Now elname and lcname are supplied to the method.
Missed one!

This one also called MakeRegion().  Oops!
Changed output channel.

Output channel now built based on landcover, and generates biome and
other useful information which is correctly added to the world object.
Fixed the MakeRegion() call.

It's not perfect, but it is better.
Updated documentation with current issues.

Still confused about rotation and IDT code being too blocky, and the
parallelization is overdue.
Finally added proper test cases and documentation for IDT!

Designed a simple test case which returns different values for
proportional and majority algorithms, documented it in detail, and
changed the test.  Along the way, discovered a bug in how dot product
results are handled, which may fix some other issues.
Cleaned up docs, made progress in quality improvements.

Still not pleased with the speed.  Ugh!  OpenCL may be needed!
Correctly used modular arithmetic in points.

This may be a problem elsewhere in the code too.
Applied coordinate transformation to the right place.

There may be a better place for it, but I don't know where.
Dialed nearest neighbors up to 31.

Will need to bring in the OpenCL IDT code for this at this rate.
Updated README.md with progress.

Not sure how to do the points thing in OpenCL yet.
Moved transformation to a better place.
Cleaned up test results.

Test results change when default IDT depths change.  Made expected
results easier to read.
Moved datasets and maps into dedicated directories.
Changed SetBlock to write blocks, not pointers to blocks.

Minor change, made certain other things easier.
Fixed mapsdir naming scheme mistake.

Much better. :-(
Frontloaded column creation, initial attempt at memoization.

Right now it's per-thread, already have some performance improvements!