Disable Oculus Rift when using OpenGL graphics. (Not yet supported)
Refactored common graphics methods and classes into GraphicsResources project (GraphicsImplementation, GraphicsSystem, ICameraManagerSystem, IScreenBufferResources). OpenGL implementation should *hopefully* now only need OpenGL specific calls.
Removed 'xxxxGraphicsBase' and replaced it with 'xxxxGraphics'- there was no need for the additional lass.
Removed memset of Meshes as they contained vectors (possible error found using Cppcheck).
Moved ShaderCompilerConfig to GraphicsResources. Added OpenGLShaderCompiler (output is identical to the input shaders as they are compiled at runtime, but this .exe will compile them to check for errors without needing to run the game) and some sample .glsl shaders.
Renamed IGraphics::Render() to BeginRender()- all it does is clear the screen buffers, systems handle the actual rendering.
Refactored IScreenBufferResources into ScreenBufferResourcesBase- shared behaviour and not just an interface. The new class exposes CreateResources() and ReleaseResources() for derived classes to handle implementation specific resources, everything else is handled in the base class. Added OpenGL ScreenBufferResources and gbuffer creation/deletion. Also added OpenGLGraphicsSystem.
Undo accidental creation of Class Diagram.
Added OpenGL CameraManagerSystem- need to replace both CameraManagerSystems with the new template.  Moved screen dimensions to GraphicsImplementation.